Valfran – (F Human) Caravan guard – Hippogriff Guardian 5.6ft AC 16 Hp 29 Speed 30ft
Str 13(+1) Dex 18(+4) Con 14(+2) Int 11(+1) Wis 13(+1) Cha 12(+1) Skills Insight +5 Perception +3 Proficiency Survival, Insight Languages common / celestial
Atropa (F Wandering Sprite) - Wild magic Alchemist Enthusiast 11inchs Ac 18 Hp 7 Speed 10 ft., (Lost wings) fly 30ft. Str 2(-4) Dex 18 (+4) Con 10(+0) Int 16(+3) Wis 10(+0) Cha 14(+2) Proficient with Herbalist kit, Alchemist kit, History (pertaining to bestiary) Languages Sylvan, Common Chr based spell casting: At will: Druidcraft, Mage Hand (if given book) 1/day each: Feather fall, dancing lights, confusion, dispel magic, entanglement, fly, phantasmal force, mirror image, shrink/grow, fairy fire, (Dc 14) Actions: Invisibility
Book - mimic Hp 21 Ac 12 Speed is 5ft Str 4 Dex 8 Con 10 Int 14 Wis 12 Cha 10? Languages: Common, Celestial, Draconic, Demonic
Forming a contract: Learn 1 cantrip, 1/day for 10 minutes as a catalyst cast resistance to any 1 element lasting 1 hour. It is contracted to your belongings, should you die, it will claim them. The book is chaotic in nature, neutral to sentient beings.
-Book knows all cantrips.1/day: shield, silence, reduce Bite attack 1d6 (1d4 acid) - 2d8 (1d4 acid) if target is considered tiny.
Resistance to non-magical attacks, resistant to mental magic.
*Atropa will want the mimic book you found, she's willing to offer a Dagger +1 with 1/day if you miss a target with this weapon, you may choose to have the target roll DC 14 wisdom saving throw or be affected with fairy fire. (Weapon can be thrown, effect still works) Requires concentration last 1 minute, you have advantage on con saving throws if the weapon hit this round.
The party will likely see the Hippogriff flying in from the ocean, heading north-east over the woods.
(Perception Dc 12) To the west you can see something cresting into the sky. A creature with two large black wings, light teal feathers crown its bird-like head with a curved beak, two arms hung low clenching a handle, the lower-half is a grey roan pattern on the hindquarters of a horse. Its carrying 2 large, weaved baskets. The baskets almost collapsing under the weight of whatever is inside. Its heading NE. After () the creature starts to descend eventually falling out of sight into the canopy.
Travel distance is (Survival dc 12)
The caravan at night has a 30ft dim light around the enchanted wagon.
Walking through these woods, the bug population is becoming increasingly more noticeable. The air is buzzing with noise. Among the grass at your feet, the ground seems just as alive as the air. In the distance beyond the tree line, you can hear the crackling of wood and the smell fire in air. (DC 18 perception – You can hear sound of a knife chopping; cattle can be heard nearby. Then wood creaking, out of place of the other noises, but the knife continues to chop despite it
A break in the trees, you see a camp laid out, if not for the caravan it looks like someone was preparing to lay down roots. Drying racks, most empty are strung out in cluster around the camp, a makeshift hut made of large furs is settled close the wagon against a nearby tree. A velvet black horse lays in the shade of the tree, a horse barding lays nearby the hut. Piles of freshly cut wood are stacked across the wheels of a detached pull along cart. Inside the cart is a garden with exotic looking plants, so familiar most you've never seen before. A livestock pen has been set up on the south side of the camp next to a stream, housing large highland cattle.
A blond-haired woman moves between the back of the cart and a makeshift table placed atop a tree stump. She unstraps and carries over a few boxes before picking up sharp black stone and begin chopping an array of vegetables from the crates. Carrying them over to a black kettle balanced over a fire, before dumping them inside.
Before long the smell of vegetables boiling fill the air along with smell of the fire.
Adorned in a red leather breast plate marked in black wrap around the seams, hair pulled back and tied with a thin strip of leather. She turns to gather a large wicker basket from a bundle of straps next to the cart. A long thin blade at their side, with a purple gem placed into the hilt.
A voice calls out shortly after, at first in a language you don’t understand, after a few words spoken they switch to common.
Day- Greetings and joy to potential customers, suspicious to have been found. Night- Vilfran will offer you a spot near the fire, but she will attack if party approaches caravan.
-The caravan is roaming the coast this year; odd job came to them along the way not long ago. -Scouting area for a dangerous creature, and recovering the remains of a pilgrim who left quite an impression -Vilfran has been with Sakair since birth, she was chosen to be a Hippogriff rider. (Insight dc 13 - she finds it completely ridiculous that could happen and joy right now)
Morning or after introduction has taken place during the day. Hippogriff will be seen talking with Vilfran, before approaching party.
"Guests of course, perfect timing! Always beast to time your arrival with the hunt. I’m glad my companion was kind, not many approach my shop in the wild" -Sakair
-Vilfran is annoyed their camp being found in first place.
"I am an Alchemist. How can I ease your aliments, or would like to see more uncommon concoctions?" -Sakair
-Vilfran begins tending to the oxen/preparing a table.
After a saltwater feast, Sakair begins his day tending to the garden and preparing new shelving with earth filled pots on pulled along garden.
-Quest Gather plants, Vilfran is in the area with the party scouting the woods. Party or Vilfran finding a stone bird, party becoming privy they were looking for this. Informed caravan has been seeking signs of a creature that can turn you to stone and are gathering intel for the local guild to set a bounty. - Quest reward 3g per plant, d100, 15g for every 5 pounds of dense fertile dirt 2d20-lbs
Sakair has a friend who has information on the creature. Any request for addition assistance Sakair has a Potion of Blur for the basilisk quest. (Dc 16 Persuasion)
While party talks with Atropa, Sakair and Valfran talk outside. He is given strict orders to not endanger himself, he has committed himself to following orders.
Perception dc 20 - A dryad is in the garden. The plant life all seems to lean towards them.
This is bit of my idea on Atropa's room, considering a mini game in the makeshift colosseum and the spell shrink.
Its unique inside this caravan-, up a small ladder, you file into the second floor. In this space is a maze of books, some reach as high as 5 feet.
Stacks of books layering the walls, shelving of vines carefully weaved in. They lead you directly ahead, there a large barrel currently placed in firmly into the floor. (Closer examination it is latched onto the support beam.) wrapped around it is a thick vine the tip hangs over a pool of clear water.
Past the barrel the books widen out and surround the edge of the left wall, leaving an open space in the center. To the right, an array of books scattered on Deep dark red wood tabletop of sort cut into a crescent moon if not a bit wider on left side were a crate filled with velvet looking moss cradling a handful of potions is settled. To the right lay scrawling of notes, a silver leather bound journal much larger than the sheets of paper.
Looking at it, everything here is small, but it throws you when you see one of the normal sized objects scattered around.
Above the desk lay two nests of vines insulated with the growing moss, and wrapped in the vines are two large fungi. Spores around them glow dimly in an almost rhythmic pattern. At this distance the coloration seems dark, but they are certainly alive and nothing like what you’ve seen.
In the center of the room, a hatch above this odd little place is open, slight green tint of light trickles in. Only sawing in color as the wind brushes the leaves away from the opening. Below that, you see a ring lined with books scrapes and rough edges are focused here on this section of flooring. The books here are laid out deliberately. As if someone wanted to make steps, or seating. It's weird some spaces are large enough for you to comfortably sit. Others are layers up layers of books and vines. with little space for anything but a finger to swipe across.
All across the walls are many types of plants, most common are unique looking flowers. Among the plants are some monstrous looking species that stick out to you, though they are given space and they seem healthy none the less.
As you step forward, Sakair pokes his beak into the space and calls out
“Atropa, they’ve agreed to help. you were right, fishing would provide me with peace and a resolution.” He lowers his voice and directs it to your group, “Mind your feet… Atropa’s room, is more of a village.” -Sakair
Through the perspective that you are not alone in this space, with a little focus you can see some of the dwellers of Atropa’s room. Tiny saplings like creatures maybe 3 inch's in height, scatter among openings in the books, tiny warriors gather atop a pile overhanging boxes, in what would seem to be a advantage point should your cross under them.
Among these critters you spot flash of silver fur darting ever closer, only to halt short but a large step away from your group. Whiskers poke out from a binder of small stack of books to your right along with the head of a frog, wearing something gold, it slowly bobs sways around as the mounted critter breathes in deep catching its breath.
Things go quite and tension builds, more tiny sapling troops are appearing as the second's pass.
With the heartiest Warcry it can manage a full fledge warrior by all rights, leaps off a book behind you group, a shifting of books sounds behind you as incantation is muttered out and the warrior suddenly stops... No, it's still falling but slowly, shortly after you realize this it does to. You can almost feel its frustration and it struggles against the spell.
Behind where a layer of books has been shifted out of the way stands a red-haired tiny humanoid, a sprite about x3 bigger than these saplings. She would be barely a foot tall. She is adorned in green vest, or once could have been a shirt as sleeves are still wrap around her arms. On her ear is a pearl bright at first, that dims out to a dull pink.
“Sakair! Bonz does not like it when you ignore him, He protects the garden at night, and has asked you to at least let him meet them before you permit others into Gaia.” - Atropa
The frog who had peered out at your group, wearing a roughly cut cloak and a crown of a golden flower. Now leads out his mount, a silver furred mouse to a gathering of saplings hiding behind Atropa. Climbing the steep set up books Atropa had moved, maneuvers up to her before Atropa picks them up and places them atop their head.
"There, there Bonz" -Atropa
“I will not indulge that freeloader, he’s here for the free food. You and that Colosseum have gone to your villager’s head thinking you can name my shop.” -Sakair
“The Gruu wished for it, so it was built.” - Atropa
“I’m sure a great battle will not go over well with your new friend, nor do I think Valfran would appreciate cleaning your room again.” Sakair signs, pushing over the angry Gruu warrior as he almost reaches the floor, changing course. Defeated. “Your people need guidance in wisdom, and you need more in history.”
Atropa frazzled rushes around the pile of books she pushed, shoving them back and out of the pathway before beckoning you to come.
-Atropa is a Sprite consumed with fire in her eye. She will explain what creature they believe it is and what it can do.
She’s adamant that this quest is completed, showing interest in slaying the beast she is willing to let slip a dryad asked for this. Though her concern is doubled with your one minded objective, if pressed she will beg you to not only slay the beast but save the pilgrim.
If you ask how she has no answer but she sure Sakair can do it, she seen a whole world of possibilities. Sickness, magical effects, even potions that can turn black water clear. She sure if he has the body of the creature, he can create a solution to reverse the effect.
Atropa has 2 potions of either growth/shrink? 1 potion of invisibility. She will freely give a Potion of Invisibility to the Party right before they go on Basilisk quest.
Vilfran despite saying she would stay back, wanting to help will lose out to her morals and watch the party from afar. Atopa has gone back into researching basilisk anatomy. Sakair aids the party in the search for the beast from the sky, he will not engage the beast, at best he will attempt to rescue a petrified player and bring them out of path of being smashed.
Depending on if the party heads to a likely area for a den, water source, or hunting grounds will alter the fight.
Based on the amount untouched earth around here, you suspect, no feel this place has an overwhelming force of life. The eco systems here has changed, the plants grow rampant.
Birds can be heard far off; you see signs animals once traveled here. Abandoned nests in the trees, burrows collapsed and have grown over, old long sapped over claw marks in the trees. There definitely feels like the wildlife has given a wide berth of space from this rocky outcrop.
Hunting grounds Perception: 18-bookbag, once was finely made, now weathered and all but destroyed on one side as it bows out from the contents Inside is a empty broken vial, ink, pen, loose paper, well drawn map, spell components, 2 rings, 2 books- an unassuming book filled with rituals, the other does not open.
*More plants for the Sakair can be found in the area where the bag was found, though collecting them now Vilfran will end up engaged with the beast alone.
15-Hiden among a think cluster of vines hanging for branches from a large tree almost curtain like, save for the many plants that seem to be growing fulling intwined with this fallen log You find an uncanny statue of a robed man. The expression on his face is solemn, lost in thought. What comes to a surprise is the chest, jagged remains of a branch protruding from it, stained red it holds the statue pined to a fallen tree. And odd staff with silver like color that becomes iridescent in the move sun rays has been placed next to him pressed firmly into the ground as if the owner only went to rest and gather their thoughts. Around both the staff and the human plant life is more abundant, it's like nature was trying to claim this all for herself. Hidden.
10- You find old statues in abundance, many in tatters of stone, some poised for battle, most are in a panic, some fallen over in an unstable running formation. Frozen birds with broken wings, even what at first you thought was loose gravel from an ant hill, now comes in view as you pick on a tiny delicate figurine of an ant caring the remains of a dried leaf stem.
2- You find an owlbear turned stone, horrifying and large. It's in an upward standing position, lurching forward. It looks ready to charge, all you can read is fury deep in those eyes. This creature sends shivers down your back. It's feels like at any moment it will come to life and shred any sense of hope of leaving these woods. -Surprise round on party from basilisk- From a top the owl, a low rumble hums in the air, as you move to investigate the noise begins to form into a hiss, crackling stone shifts as a shadow begin to loom over you, above your sight you see sunbathing on the back if this creature of furry is your quarry. (Make dc 12 con save) Bite attack/Another save depending on positions at the time.
Book found in a lost bag.
If you try to open the second book in the book bag. it immediately turns itself reverse almost seamlessly, trying to open the book from both sides where it would only make sense to open the book, even trying to open with any angle will result in nothing. Trying to destroy the book or cause anything perceived to as dangerous will reveal an intelligent mimic like creature. Mimic is hungry but not starving, it will want to protect the spell book. It has been caught sleeping, and when it realized you were intelligent began panic. It will plea not to be killed and will offer their services for a contract.
Bringing up the basilisk in the area, the mimic will let the party know its previous contract with (Pilgrim) who was attacked by said beast. (Dc 15 persuasion) the mimic will cast poison resistance on you. The book has no desire to be returned. Only that, its previous contracted party had planned to return the book to the temple it was shelved in, and it had no intention of doing so, ever.
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Water source Perception:
18- You find an owlbear statue, horrifying and large. It's in an upward standing position, lurching forward. It looks ready to charge, all you can read is fury deep in those eyes. This creature sends shivers down your back. It's feels like at any moment it will come to life and shred any sense of hope of leaving these woods. You can see something has been through here recently, grass cresting a hill was flattened like a reptile lazily dragging its belly. Just behind this statue in running water, and you have a feeling something else is there to. (Surprise round on basilisk with dc 14 stealth)
13- You find tracks leading to hunting grounds, potently you could ambush the creature if you able to follow up on tracks.
5- Haven't seen any signs.
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Den Perception:
18- You spot a pair fawn wandering in these woods. Watching them for a moment you hear something break throw the thicket just west of you, you watch as the fawn is mercilessly thrashed about, the cries stop almost a quickly as this large lizard began swinging its head around with such force you could almost feel the air from here.
15- You find a den, It likes fits what Atropa told you about habits of a basilisk.
7- You find old statues in abundance, many in tatters of stone, some poised for battle, most are in a panic, some fallen over in an unstable running formation
1- party will hear shouting off behind this moss covered rocky out crop of mismatched stone. It echos deep inside you as Vanfil lets out a panicked shout "No! You have to run Sakair," and suddenly its quiet. Valfran has been petrified.
Basilisk fight can be done in two parts one in the open and one when the creature retreats to its den should its heath fall to rapidly, should it escapee to its cave, given anything other then an immediate chase itsdc for stealth 13 after dc 19.
Aged male basilisk at %health missing 2 legs %move speed and both eyes will attack the closest target of lair.
You can find: 2 eggs, collection of coin pouches, 1 +1 weapon, and a scroll of ??? (in lair/on the statues or what remains of them)
Reversing the petrification, requires the processing of the basilisk, combination of healing potions, healing magic. Basilisk will yield up to 2 potions that can remove petrification or become immune to it for 1hr, 2 vials of basilisk poison - or 1 condensed poison) The eggs yield 1 remove petrify each.
1 egg will can be sold the other eggs condition was not ideal and it is suggested by Sakair that they use this egg for testing out creating the potion.
Sakair is preparing, gathering a few supplies outside the cart. Before bringing everything inside.The clinking of glass, shuffling of paper can be heard. You are tasked with helping Valfran dissect the beast.
Atropa is busy checking over your group for anything wrong, expecting this to be much worse than it ended up being. Quelling her worry, with a perception check at advantage, she will either find the book or not. - She will quickly gather her notes and assisting you and Valfran navigate the beast's anatomy, mentioning nothing at the time.
Sakair will come out periodically, taking samples.
Dexterity check:
dc 1-5, no poison, 1 cure dc 6-10 3 poison 1 cure dc 11-15 3 poison 2 cure dc 16-19 6 poison and 2 cures dc 20- you help discover an ocular nerve, can be used to create a petrifaction poison of 1 vial -(Int dc of 14 or make a save vs petrifaction dc-12 con and lose 1 out 2 potential doses)
Upon defeating the creature, Valfran will send Sakair back inform their guest and Atropa. Atropa guides the Dryad out to the pilgrim/will begin searching with you. She is gliding ahead own a little owl, hanging from a lace tied between both claws similar to a hammock, If need be, she will inform party the dryad is on the way.
Meeting up with the party, the owl nearly throws this sprite at you. Atropa will dismount and gracefully attempt to land. (Dc Dex 12). The owl flies shortly off to a nearby shaded tree. It looks pissed. I moment later the bird is chewing at the bindings clipping it and shredding it off one side.
Your group gathers around the petrified remains of the one Atropa mentioned to you. She seems anxious, trying her best to be prepared to move him. When the dryad arrives, they walk just within the trees. Striding between them before long she is leaning over the fallen log bound to the pilgrim.
(Dc15 perception) You notices groves in the wood, evenly smoothed out. This dryad has spent a lot of time here to wear down this log.
Removing the body will take time, you'll need to cut the branch free. You'll also need to recover the corpse of the basilisk.
As you begin working, the dryad will spend time tending to the plants moving them away from overhanging. She carries away what plants she can replanting them nearby. The one that can't be moved are harvested for their seeds, Atropa takes a few clippings on some plants nearby and places them in black satchel swung around her back.
Dryad - on what happen if asked
"My home was thick with a rot, only 2 summers ago she saw the pilgrim for the first time. Many times did I lead him away from my home. Each day they would return, new implements, new magic, each time they grew close. I sent them farther away from home. To me this was a blatant attempt to find my home. One day they stopped returning for a time. I spent so little time outside my home, I just wanted for sleep and sun.
I was woken on a moonless night to this man placing stones and using magic around my tree and, in a panic, tried to charm him to lead them away. When i emerged from my tree the young leaf whose calm face was like that of reaching for any reaction fast enough, before i had a chance to try and understand what, he rushed me. I just stood, completing my charm. He went still just looking at me, arm swaying back to his side. A bag was hurtling at me, the moment it hit there was a wave of force sweeping me off my feet. I was sent flying back into the woods, realizing I was struck. Something in that bag shattered against me sent me. I was in awe when I saw what had happened, earth was asunder, and the young leaf was pinned to the broken trunk of a tree. Still in a daze on why this human attacked they called out to me to run.
I saw it them, one rushing his broken body the other bleeding badly already limping away, I was able to force the other to flee." - Dryad
Atropa translates.
When all said and done and it's time to move him the dryad has disappeared into the woods in the direction of camp. Unhindered by the forest floor. Shes close only for a moment, looking back almost close enough to see facial features. With the rustling of the leaves, she filters in and out of view deeper, then gone from sight.
A young man, maybe it's too soon to call him man. He wears a tatter red robe, prayer bead wrapped around his right hand and a silver lantern at his side. The discipline shown in his gray eyes as he regains his physical form. As his chest begins beating, the blood starts flowing out, you can tell his ribs were crushed from a heavy singular blow. Almost without notice his hand reach's for his staff.
The first to move is the Dryad, placing his staff in his hand before giving him a chance to strain his body further, The second would be Atropa whose whole body is trying to turn Sakair head at his patient.
In a matter of seconds time almost stops, everyone's is in motion. How do you help?
Sometime has passed and you receive news he is awake. Sakair had already informed Valfran. Just like the first time you arrived here her focus seems natural here. Differently from before, she seems to finally be at ease, happy even.
Once dinner is made the pilgrim joins everyone outside with help of Sakair.
"I journeyed here because word had spread of the undead, rising from these woods. My search led me to a small village whose well was poisoned. I arrived too late, and I found no survivors. I traveled up the river to try and find its source, these undead weren't completely dead though, partiality alive animals, and beasts began filtering down the valleys disappearing.
When reached the next settlement, word of a pair of basilisks roaming down the mountain side, I had to reach the forest at the river's mouth and conduct what research I could before they became a problem.
I'd spent weeks in these woods, I suspect that to have been the doing of a dryad I saw. Time was lost on me, I spent too much time in these woods. When i finally found a strong enough source of magic I began laying cleansing stones along the river to hopeful purify and strengthen the lands resistance to this blight.
I felt the ground move, I was trying to avoid the things that crawled out of a mound next me, that's about the time you walked out of that tree, and it went right for you.
It seems to have given you a scare," Chuckling as he recalls "I don't think I've ever been more scared in my life, and completely fine with it. Truly your charm could have been the end of me. I stood there like a fool as an apex predator walked over to me and hammered its tail into my gut." patting his ribs, near scar tissue where a branch had also pierced him, "I was able to wound one of them but the last thing I remember was a pain in my chest and seeing you striding across the trees, after that well I can only assume I was turned to stone." - Pilgrim
Atropa translates.
"These creatures who presence alone could kill the sound of the forest. I'm glad I acted, even if it was too late. After a cycle I could hear the woods a little more again, I could feel the life coming back. I know the rules of the wild, I knew my home was poisoned and to think in my wallowing I let these beasts in unchecked. I would have met my end that day. It was me who was to be hunted, I was what drew the creature close.
Instead, I caused this, if I hadn't taken your attention." - Dryad
Atropa translates.
"So, its already healing. A lot of time has already gone by... Wha-what da... what year is it" Realizing this his throat goes dry, trying to ask.
Pilgrim has lost almost 3 years in stone, his heart drops finding this out. Panic rising in him, he takes a look around at this group.
He holds the dryad silent stare, "I'm glad your home is well Dryad" With a deep breathe, holding onto that moment of strength he begins preparing a spell (word of recall) - Pilgrim
Atropa translates.
"My name is Verium, if you find yourself here again, you are welcome, as your home. The forest will feel quite without you." - Dryad Verium
Atropa translates.
"I hope I can return..." Lost in thought for a moment; sweat dripping down his forehead. As he come close to finishing his spell. "I am Lao; it's nice to speak after all that time. Thank you again for this breath I still hold." - Lao Pilgrim
Atropa translates.
With a fluid motion of his hands, an aethereal sound of a bell rings from the space in front of Loa. Your eyes having hard time focusing on his form, like a desert mirage the view is unclear but there. As the sound of bell fades into the natural sound of the forest around you so does his form from your vision.
(DC 18 with advantage perception) Before the party leaves to head back into town. Atropa is given a seed from the dryad. Atropa places a hand atop the dryad's head, the dryad closes her eyes for a moment. Atropa and Verium walk in the tree line, towards the dryad's tree.
Background information
Sakair- Intelligent from birth, smaller than others of his species, expected to be a great warriors mount. Has no desire to be a war mount. Grew interested in alchemy began studying and creating unique potions.
Vilfran- Sakairs "rider", noble birth, middle child, keeps hippogriff riders from conscripting them into military with her family name, Families caravan.
Atropa- Rescued from a merchant who had planned to sell or use her for materials. Lost wings to merchant. Has plans to create an army to reclaim home in Fey wild. Student of Sakair in alchemy -New quests
Lao- Investigates odd magic, part of and order of "monks" who collect artifacts and try to retain balance with the natural order, (something happened to temple in the last 3 years he was turned to stone) in a rush to return -New quests.
Book- Book from the temple, does not wish to be returned.
Vilfran: As a guardian and protector of Sakair, Vilfran can serve as a source of information and guidance for the player characters. She can provide quests or tasks related to safeguarding Sakair and his alchemical pursuits. Vilfran's fond but stern nature towards Atropa can lead to comical situations, allowing for humorous interactions and light-hearted moments.
Sakair: The traveling alchemist, Sakair can offer the player characters opportunities to acquire unique alchemical items or potions. He can provide quests or challenges that involve the gathering of rare ingredients or the creation of special concoctions. Sakair's mentorship of Atropa in the art of alchemy can create a subplot where the player characters assist in their training or witness the growth of Atropa's skills.
Atropa: The wandering sprite, Atropa can add an element of magic and whimsy to the quest. Her enthusiasm for alchemy and wild magic can lead to unpredictable situations, offering opportunities for the player characters to solve magical puzzles or overcome challenges with creative solutions. Atropa's mischievous nature can also result in humorous moments or unexpected consequences during the quest.
Height: 5.6ft Armor Class (AC): 16 Hit Points (HP): 29 Speed: 30ft
Ability Scores:
Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 11 (+1)
Wisdom: 13 (+1)
Charisma: 12 (+1)
Skills:
Insight: +5
Perception: +3
Proficiencies:
Survival
Insight
Languages:
Common
Celestial
Background: Vilfran, a noble-born middle child, has chosen the role of a caravan guard, specifically serving as a Hippogriff Guardian. She is dedicated to protecting a hippogriff and preventing their conscription into the military, utilizing her family name and influence. Vilfran's true bond lies with Sakair, the traveling alchemist hippogriff. Together, they journey through the lands, with Vilfran acting as Sakair's guardian, ensuring his safety and supporting his pursuits as an alchemist.
Height: Medium Monster Type: Monstrosity Armor Class (AC): 13 Hit Points (HP): 45 Speed: 40ft, fly 60ft
Ability Scores:
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 9 (-1)
Skills:
Perception: +5
Proficiencies:
Herbalist Kit
Alchemist Kit
History
Medicine
Nature
Senses:
Passive Perception: 15
Languages:
Common
Celestial
Auran
Background: Sakair, a smaller and more intelligent hippogriff than others of his species, defied expectations of becoming a war mount. Instead, he developed a keen interest in alchemy. Under Sakair's mentorship, Atropa, the wandering sprite, is guided in her journey to become an alchemist. Sakair shares his knowledge and experience, teaching Atropa the secrets of alchemical arts and helping her develop her skills. Together, they experiment with potions and magical concoctions, creating a unique bond as mentor and student.
Height: 11 inches Armor Class (AC): 18 Hit Points (HP): 7 Speed: 10ft, fly 30ft (lost wings)
Ability Scores:
Strength: 2 (-4)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 14 (+2)
Proficiencies:
Herbalist Kit
Alchemist Kit
History (pertaining to bestiary)
Languages:
Sylvan
Common
Background: Atropa, a wandering sprite, was rescued by Vilfran from a merchant who intended to sell and use her for materials. Unfortunately, Atropa lost her wings during her captivity. Vilfran guides and mentors Atropa, providing support and protection. At the same time, Sakair takes her under his wing as a mentor, teaching her the art of alchemy. Together, they embark on adventures, with Atropa honing her alchemical skills and discovering the wonders of wild magic. The trio forms a unique and dynamic group, each playing a vital role in their shared quests.
At the outskirts of a small town, a breathtaking sight unfolds in the distance. To the west, an enigmatic figure emerges, ascending into the sky with an air of grandeur. It is a creature like no other, bearing two large black wings that sweep through the air. Light teal feathers adorn its majestic bird-like head, and a curved beak adds to its grace. Interestingly, its lower-half displays the grey roan pattern reminiscent of a horse's hindquarters.
This extraordinary creature carries a significant burden—two large, weaved baskets that strain under their weight. The baskets teeter on the verge of collapse, barely containing the secrets they hold. With unwavering determination, the creature charts a course northeast, its powerful wings propelling it forward.
As observers gaze upon this mesmerizing sight, the creature gracefully descends towards the ground, gradually vanishing within the lush canopy of the nearby trees. The spectacle leaves onlookers in awe, their minds filled with curiosity and wonder. What mysteries lie within those laden baskets? And where does this extraordinary creature venture?
Inspired by the allure of the unknown, those who witness this spectacle find themselves irresistibly drawn to follow the creature's path. They yearn to unveil the enigmas hidden within the forest, their hearts brimming with anticipation for the adventures that lie ahead.
As the party makes their way through the woods, the surrounding bug population becomes increasingly noticeable, filling the air with their incessant buzzing. The ground beneath their feet seems just as alive, teeming with small creatures and vibrant vegetation. In the distance, beyond the tree line, the crackling of wood and the scent of fire permeate the air.
With a keen perception check of 18 or higher, the party members can discern distinct sounds amidst the ambient noise. The chopping of a knife echoes through the air, accompanied by the faint presence of nearby cattle. Amidst these familiar sounds, there is an out-of-place creaking of wood, yet the knife continues its rhythmic motion undisturbed.
Suddenly, a break in the trees reveals a camp laid out before the party. Though it appears as if someone was preparing to settle down permanently, the presence of a caravan hints at a nomadic lifestyle. Drying racks, mostly empty, are scattered in clusters around the camp. A makeshift hut, constructed from large furs, is nestled close to the wagon and rests against a nearby tree. In the shade of the tree lies a beautiful velvet black horse, while its barding is placed nearby the hut. Piles of freshly cut wood are neatly stacked across the wheels of a detached pull-along cart.
Curiosity piques as the party notices an intriguing sight inside the cart—a garden containing exotic plants, some of which are unfamiliar to most. Adjacent to the camp, a livestock pen has been erected, housing large highland cattle. The soothing sound of a nearby stream adds to the peaceful ambiance.
Your attention is drawn to a blond-haired woman moving between the back of the cart and a makeshift table perched atop a tree stump. She unstraps and carries several boxes before picking up a sharp black stone, skillfully chopping an array of vegetables from the crates. With a graceful movement, she carries the chopped vegetables over to a black kettle balanced over the fire, adding them to the bubbling contents inside.
The aromatic scent of boiling vegetables fills the air, blending with the comforting smell of the crackling fire. The woman is adorned in a red leather breastplate adorned with black trims, showcasing her readiness for both protection and mobility. Her hair is pulled back and tied with a thin strip of leather, accentuating her focused demeanor. You notice a large wicker basket nearby, which she gathers from a bundle of straps next to the cart. A long, thin blade with a purple gem embedded in the hilt rests at her side, a testament to her preparedness and perhaps her skill.
A voice calls out, initially speaking in an unfamiliar language, but soon switching to common. The woman greets you warmly, her voice carrying a hint of caution. She welcomes you to the camp, acknowledging the surprise of unexpected visitors.
Day: Greetings and joy for potential customers, suspicious to have been found, her voice carrying a mix of curiosity and wariness. She acknowledges the unexpected encounter and hints at a sense of caution in her words.
Night: As the darkness settles in, Vilfran, the guardian of the camp, approaches you. She offers a welcoming gesture, inviting you to join them near the warm crackling fire. However, she remains vigilant, ready to defend the caravan if anyone ventures too close. The glint in her eyes suggests that she will not hesitate to act if she perceives a threat.
Morning or after the introduction has taken place, during the day, the party finds themselves in the presence of Sakair and Vilfran at their camp. The hippogriff, Sakair, engages in conversation with Vilfran before approaching the party.
"Guests, of course! Perfect timing! Always best to time your arrival with the hunt. I'm glad my companion was kind. Not many approach my shop in the wild," Sakair greets the party warmly.
Vilfran, on the other hand, seems annoyed that their camp has been discovered in the first place. She busies herself with tending to the oxen and preparing a table for the upcoming meal.
"I am an Alchemist," Sakair continues, "How can I ease your ailments, or would you like to see some more uncommon concoctions?"
As the party settles in, they are treated to a delicious saltwater feast prepared by Vilfran. Meanwhile, Sakair starts his day by tending to the garden, carefully nurturing the plants and setting up new shelving with earth-filled pots on a pulled-along garden cart.
The camp is filled with a sense of bustling activity as Sakair and Vilfran go about their tasks, creating an atmosphere of curiosity and anticipation. The party has the opportunity to observe and interact with the NPCs, learning more about their skills, interests, and the unique offerings they have to provide.
Quest: Gathering Rare Plants and Fertile Dirt
Vilfran and Sakair express their need for rare plants and fertile dirt, presenting it as a testing opportunity for the adventurers. The quest is to venture into the surrounding woods and gather these valuable resources. Vilfran accompanies the party, serving as a guide and scout during their exploration.
As the party delves deeper into the woods, they stumble upon a peculiar sight—a stone bird. It becomes evident that this is one of the signs of a creatures Vilfran and Sakair have been searching for. The party realizes that the caravan has been actively seeking signs of this creature, which has the power to turn its victims to stone. They become privy to the fact that Vilfran and Sakair are gathering intel to report back to the local guild, who plans to place a bounty on this dangerous creature.
The quest's main objective remains gathering rare plants and fertile dirt, but the presence of the stone bird adds an element of intrigue and urgency to the mission. The party continues to explore the woods, diligently searching for the specified plants and digging up pockets of dense fertile dirt.
Upon successful completion of the quest, the adventurers will be rewarded accordingly. For each rare plant collected, they will receive a reward of 3 gold pieces. Additionally, they will be compensated 15 gold pieces for every 5 pounds of dense fertile dirt (determined by rolling a d100 for the amount plants and rolling 2d20 pounds of dirt).
This quest not only provides a monetary reward but also serves as an opportunity for the adventurers to prove their skills, deepen their connection with Vilfran and Sakair, and uncover more about the mysterious creature lurking in the area.
Sakair's Friend and Additional Assistance:
Sakair reveals that he has a friend who possesses valuable information about the potential creature's the party is seeking. The friend could be knowledgeable about the creature's habits, weaknesses, or possible locations. Sakair can introduce his friend to who will be able to gather the necessary details.
Sakair can offer the party a Potion of Blur to aid them in their encounter with the basilisk. This potion provides a temporary protective effect that causes the user to appear blurry and harder to target. It grants them advantage on Dexterity saving throws and imposes disadvantage on attack rolls against them. The party can choose to accept this potion, which can greatly enhance their chances of success when facing the basilisk. The success of this request relies on the party's persuasive abilities, with a DC of 16 for a successful persuasion check.
Sakair's Conversation with Vilfran:
While the party engages in conversation with Sakairs friend -Atropa. Sakair and Vilfran step aside to have a private discussion. Sakair receives strict orders from Vilfran not to endanger themselves during the upcoming quest. It is clear that Vilfran is deeply concerned for Sakair's well-being and has committed to prioritizing their safety above all else.
During their time in the garden, the party has the opportunity to make a Perception check with a DC of 20. If successful, they notice a subtle yet remarkable sight—an enchanting dryad gracefully blending in with the plant life. The vegetation around her seems to lean and sway towards her presence, hinting at a harmonious connection between the dryad and the garden. This encounter may present an opportunity for the party to interact with the dryad and potentially gain her assistance or gather further information about the area and its inhabitants.
These additional elements provide depth and potential avenues for the party to explore, allowing them to uncover more about the creature and interact with significant characters such as the dryad, and Atropa.
Atropa's room is a fascinating and enchanting space within the caravan. As you ascend the small ladder to the second floor, you find yourself surrounded by a maze of books, some towering as high as five feet. The walls are adorned with stacks of books, and vines intricately woven into shelving guide your path forward. In the center of the room, you notice a large barrel firmly secured to the floor, with a thick vine wrapped around it. The tip of the vine hangs over a pool of clear water, creating a serene and captivating sight.
Beyond the barrel, the books create a wider space, leaving an open area in the center. On the right side, a deep red wood tabletop holds an array of scattered books. A crate filled with velvet-like moss cradles a handful of potions, adding a touch of mystique to the surroundings. To the right of the table, you see various notes and a large silver leather-bound journal, significantly larger than the scattered sheets of paper. The juxtaposition of small and normal-sized objects in this space adds to the room's peculiar charm.
Above the desk, two nests of vines contain vibrant fungi, emitting a dim glow with rhythmic patterns. Though their coloration appears dark from a distance, their living presence is undeniable and unlike anything you've encountered before.
In the room's center, an open hatch allows a soft, green-tinted light to filter in. The wind occasionally brushes the leaves away, revealing hints of color. Directly below the hatch, you notice a ring formed in the center of the books, scraped and roughed-up edges on the floor. Books are meticulously laid out in this area, creating steps or seating of sorts. Some spaces are spacious enough for comfortable sitting, while others consist of layers upon layers of books and vines, with only enough room for a finger to brush across.
Adorning the walls are a multitude of plants, with unique-looking flowers being the most common sight. Among them, you can spot some monstrous-looking species that catch your attention. Despite their distinctiveness, these plants are carefully tended to and appear healthy in their designated spaces.
As you step forward, Sakair pokes his beak into the space and calls out, "Atropa, they've agreed to help. You were right, fishing would provide me with peace and a resolution." He lowers his voice and directs it to your group, "Mind your feet... Atropa's room is more of a village."
Through the perspective that you are not alone in this space, with a little focus, you can see some of the dwellers of Atropa's room. The tiny humanoid creatures, resembling saplings in their appearance, measure about 3 inches in height. They have slender bodies with limbs branching out like tree branches. Their beady black eyes dart around, observing your every move with a mixture of curiosity and wariness.
Among this gathering, a group of tiny warriors stands out. Equipped with miniature weapons and wearing intricate leaf armor, they position themselves strategically atop a pile of overhanging boxes. From their vantage point, they believe they have an advantageous position to launch an ambush if needed. Their eyes, though small, shine with determination and readiness.
The atmosphere in Atropa's room becomes charged with tension as these tiny warriors, with their beady black eyes and humanoid-plant like appearances, set up their ambush above you. They communicate through a series of chirps and clicks, organizing themselves and preparing for a potential threat. Their belief in their advantage adds an extra layer of intensity to the room, as if they are ready to defend their territory at a moment's notice.
Suddenly, one of the warriors leaps off a book behind your group with a resounding warcry. However, just as it starts to fall, a shifting of books and an incantation can be heard behind you. The warrior's descent slows, almost to a halt, and frustration becomes evident as it struggles against an unseen spell.
Behind the shifted books stands a red-haired sprite, a tiny humanoid about three times larger than the saplings. She wears a green vest, possibly once a shirt, with sleeves still wrapped around her arms. A bright pearl adorns her neck, but its initial brightness fades to a dull pink.
"Sakair! Bonz does not like it when you ignore his station," Atropa speaks up, addressing Sakair. "He protects the garden at night and has asked you to at least let him meet them before you permit others into Gaia."
Bonz, the frog with the golden flower crown, leads out his mount—a silver-furred mouse—to join the gathering of saplings hiding behind Atropa. Climbing the steeply arranged books that Atropa had shifted, Bonz maneuvers up to Atropa before being picked up and placed atop their head.
"There, there, Bonz," Atropa soothes.
Sakair responds with irritation, "I will not indulge that freeloader. He's here for the free food. You and that Colosseum have gone to your villager's heads, thinking you can name my shop."
The tension in the room hangs in the air as the different perspectives clash.
"The Gruu wished for it, so it was built," Atropa began, her voice carrying a sense of profound meaning. The weight of their desires and aspirations were etched into the very fabric of their existence. She looked at Sakair, understanding the concern he expressed. Bonz, the loyal frog adorned with a golden flower crown, stood by Atropa's side, his gaze fixed on Sakair with a hint of defiance.
Sakair, realizing the potential consequences of a battle, pushes aside the angry Gruu warrior who is free falling, sending him floating off. Defeated. Recognizing the need for caution. "I'm sure a great battle will not go over well with our guests," he signed, his eyes reflecting a tinge of regret. "Nor do I think Valfran would appreciate cleaning your room again." His words held a hint of resignation, acknowledging the past challenges that had arisen from hasty actions. Bonz's loyalty to Atropa remained unwavering, and it was evident that their bond transcended the rift between him and Sakair.
Sakair retorts with a hint of annoyance at Bonz's expressions. He glances at the mounted frog and continues, "And as for you, Bonz, I didn't expect guests. They caught me by surprise as well. But they have agreed to help us, so we should extend them our gratitude."
Bonz lets out a disgruntled croak and crosses his arms, his golden flower crown tilting slightly. Atropa, unfazed by the tension between the two, turns her attention back to your group.
"I apologize for the commotion. Bonz here is our resident guardian and protector of the garden," Atropa explains. "He takes his duties very seriously, but he can be a bit territorial. Rest assured, he means no harm."
“Your people need guidance in wisdom, and you need more in history.” Sakair sighs.
Sakair's concerns echoed through the air, emphasizing the importance of wisdom for Atropa's people and historical knowledge for herself. Atropa, with a flicker of urgency in her eyes, hurriedly cleared the pathway through the books, gesturing for your group to gather closer. Bonz, ever watchful, maintained his protective stance by Atropa's side, a symbol of unwavering loyalty and trust.
Atropa's eyes sparkled with a blend of determination and concern. "A basilisk's presence poses a significant threat to the forest. It must be dealt with swiftly and carefully." Her words resonated with a sense of responsibility and an unyielding commitment.
Bonz, ever the loyal companion, croaked in agreement, his golden crown gleaming in the light. The weight of their shared purpose hung in the air, as the journey to confront the basilisk loomed ahead, demanding courage, knowledge, and unwavering unity.
Atropa's determination to complete the quest burned bright within her, her fiery spirit driving her forward. She revealed her interest in slaying the basilisk, a testament to her bravery and resolve. A hint slipped from her lips, mentioning that a dryad had requested this quest, adding an air of mystery and intrigue to the situation. However, beneath her steadfast determination, a flicker of concern danced in her eyes.
"I beg of you not only to slay the beast but to save a pilgrim." The weight of her plea hung in the air, underscoring the gravity of the situation.
Curiosity sparked within you, and you couldn't help but question how such a dire predicament could be resolved. Atropa, however, had no definitive answer. Instead, she placed her faith in Sakair, trusting in his abilities and the possibilities that lay before them. Her eyes glimmered with the wisdom of countless experiences, having witnessed the miraculous outcomes of various ailments and magical effects.
"There is a world of possibilities," she assured, her voice filled with conviction. "Sicknesses have been cured, magical effects reversed, and even black water made clear through the use of potions and remedies." Her belief in Sakair's capabilities and the potential to find a solution within the basilisk's body radiated from her.
The weight of the task ahead settled upon the group as they absorbed Atropa's words and the gifts she bestowed. The fate of the pilgrim and the eradication of the basilisk were inextricably intertwined, urging them forward on their perilous journey. With their resolve fortified and the mysterious potions in their possession, the party prepared to face the basilisk and fulfill Atropa's fervent plea.
As the group gathered around Atropa, her small frame seemed almost engulfed by the massive book. She delicately turned the ancient pages, her eyes scanning the intricate illustrations and detailed descriptions of the basilisk.
"The basilisk," she began, her voice filled with a mix of reverence and caution, "is a fearsome creature with the body of a large lizard. Its scales glisten with an otherworldly iridescence, shifting from deep emerald to hues of fiery red. It possesses a long, sinuous body, adorned with razor-sharp spines along its back."
Her finger traced the intricate drawings, highlighting the creature's defining features. "Its eyes, oh, its eyes," she whispered, her voice filled with a hint of trepidation. "They hold the power of doom. One direct gaze from those piercing orbs, and even the mightiest of warriors would be turned to solid stone."
Atropa's brows furrowed as she continued, her voice laced with concern. "The basilisk's venom is equally deadly. Its fangs secrete a potent toxin that can bring agonizing pain and paralysis to its unfortunate victims. Even a slight scratch from its claws can be lethal."
She flipped to another page, revealing a diagram of a basilisk's lair. "Basilisks are creatures of solitude, dwelling in the darkest corners of the land. They seek refuge in hidden underground caverns, where they lay in wait for unsuspecting prey to cross their path."
Her voice took on a determined tone as she looked up at the party. "But fear not, for knowledge is our greatest weapon. With understanding comes the ability to devise a strategy to outsmart and overcome this formidable creature."
Atropa closed the book with a gentle thud, her eyes shining with determination. "Guests, your journey to confront the basilisk is not only a matter of slaying the beast but also of saving this pilgrim. He has been turned to stone by the basilisk's deadly gaze. A request of a Dryad is of a serious matter."
She turned her gaze towards Sakair, who is standing at the base of the ladder, his beak inclined in attention. "You possess the knowledge and abilities to extract the necessary elements from the basilisk's body and create a potent antidote that can reverse the petrification and restore the pilgrim to life."
Atropa's voice grew urgent as she continued, her eyes filled with both desperation and hope. "My task, on the other hand, is to delve deeper into the anatomy and behavior of the basilisk. By studying its physiology and understanding its weaknesses, I will be able to assist you, Sakair, in the creation of the antidote. Together, we will ensure the success of this mission."
She reached into a crate at her side and produced a vial filled with a shimmering liquid. "As a token of my trust and support, I offer you a Potion of Invisibility. It may aid you in navigating the basilisk's lair undetected, giving you a precious advantage."
Atropa's gaze swept over the party, her voice filled with a mix of hope and urgency. "Go forth with courage, wield your knowledge, and may the spirits guide your path. Recover the petrified pilgrim, secure the basilisk's body, and together, through your combined efforts, we will bring balance back to our realm."
With that, Atropa and Sakair devoted themselves to their respective tasks, united in their determination to overcome the basilisk's threat and restore the pilgrim to his original form. The weight of the mission lay upon your shoulders, they were fueled by a shared purpose and the unwavering belief that their knowledge and skills would lead them to victory.
As the party sets out on the quest, Vilfran decides to stay back but remains conflicted, wanting to help but choosing to uphold her morals. She watches the party from afar, ready to intervene if necessary.
Atropa delves deeper into her research on basilisk anatomy, hoping to provide valuable information to assist Sakair in the creation of the antidote.
Sakair takes to the skies to aid the party in their search for the beast. He refrains from engaging the basilisk directly but will be vigilant in rescuing any petrified party members and bringing them to safety.
The party finds themselves in an area abundant with untouched earth, indicating a powerful force of life. The ecosystem here has thrived, with plants growing wildly and signs of past animal activity, such as abandoned nests, collapsed burrows, and claw marks on trees. However, it becomes evident that the wildlife has given this rocky outcrop a wide berth, suggesting a sense of danger and unease.
With this information in mind, the party must now decide which direction to head, considering areas such as potential dens, water sources, or hunting grounds where the basilisk might be found. Their choice will determine the nature of the upcoming fight and the challenges they will face.
Hunting Grounds (Perception: 18) As you explore the hunting grounds, you come across a weathered and damaged bookbag. Inside, you find various items including an empty broken vial, ink, a pen, loose paper, a well-drawn map, spell components, two rings, and two books. One of the books is filled with rituals, while the other remains closed and inaccessible. Additionally, you notice an abundance of plants in the area, which could be useful for Sakair's purposes. However, collecting them now would leave Vilfran vulnerable to engaging with the basilisk alone.
Hidden Among Vines (Perception: 15) In a dense cluster of vines hanging from a large tree, you discover an uncanny statue of a robed man. His expression is solemn, lost in thought. What surprises you is the chest, pierced by a jagged branch and stained red. The statue appears to be pinned to a fallen tree. Next to the statue, an odd staff with a silver-like color rests firmly in the ground, gleaming iridescently in the sunlight. The surrounding plant life has intertwined with both the staff and the statue, as if nature itself is claiming them. It's a hidden and intriguing find.
Abundance of Statues (Perception: 10) You come across a multitude of old statues, most of them in tattered stone form. Some statues depict figures poised for battle, while others show signs of panic or are fallen in a disarrayed running formation. Frozen birds with broken wings litter the area, and upon closer inspection, you notice tiny delicate figurines of ants carrying dried leaf stems. It's a scene of petrified chaos, and the statues evoke a sense of unease and despair.
Owlbear Statue (Perception: 2) Your gaze falls upon a horrifying sight—a massive owlbear turned to stone. The statue stands upright, its body poised for an imminent charge, and its eyes radiating fury. It sends shivers down your spine, and you can't help but feel a sense of impending doom. It feels as if the owlbear could come to life at any moment, shattering any hope of escaping the woods. Suddenly, from atop the owlbear, a low rumble fills the air, gradually transforming into a hiss. The crackling of stone can be heard as a shadow looms over you, and you realize that your true quarry, the basilisk, is sunbathing on the back of this terrifying creature. (Make a DC 12 Constitution saving throw) The basilisk launches a surprise attack on the party, and the situation becomes critical, requiring quick reflexes and decision-making.
Encounter with the Mimic:
As you cautiously reach for the second book in the bag, you find yourself perplexed by its resistance to opening. No matter how you try, the book seems to evade your attempts, its pages refusing to turn and its binding shifting in defiance. Suddenly, before your eyes, the book transforms into a living creature, revealing itself to be an intelligent Mimic.
The Mimic, hungry but not starving, gazes at you with its beady eyes, its form resembling a distorted amalgamation of book and beast. It pleads for its life, sensing your intelligence and recognizing that you pose a greater threat to its existence. It offers a desperate plea, promising to provide its services in exchange for mercy.
In a panicked voice, the Mimic explains that it can grant you a contract, allowing you to learn a cantrip of your choice. Once a day, for a duration of 10 minutes, you can tap into its magical essence and cast resistance to any one element, providing you with additional protection against that element for a full hour. The Mimic emphasizes its neutral alignment towards sentient beings, claiming that it poses no harm and merely wishes to survive.
As you engage in conversation, the Mimic reveals its ability to speak multiple languages, including Common, Celestial, Draconic, and Demonic. It showcases its intelligence with a cunning display of knowledge, revealing that it knows all cantrips and possesses limited spellcasting capabilities. It can cast spells such as shield, silence, and reduce once a day, displaying its versatility and potential usefulness in your quest.
Bringing up the basilisk in the area, the Mimic acknowledges its previous contract with the Pilgrim, who fell victim to the beast's attack. With a persuasive tone, the Mimic can be convinced (DC 15 persuasion check) to cast poison resistance on you, offering a layer of protection against the basilisk's venomous assault. It assures you that it has no desire to return to the temple from which it originated, and instead, it seeks to find a place where it can exist freely.
The Mimic's form reflects its chaotic nature, shifting and morphing in subtle ways, making it resistant to non-magical attacks. Additionally, it possesses a certain resilience against mental magic, making it a formidable ally in combat.
As you contemplate the Mimic's offer, the choice presents itself: grant it mercy and allow it to continue its existence, forging a unique bond with a shape-shifting entity, or reject its plea and face it as an adversary. The Mimic's fate, and its potential to aid you on your quest, lies in your hands.
Water source Perception:
18- As you approach the water source, your gaze is immediately drawn to a towering statue of an owlbear. Its massive form stands upright, frozen in a menacing pose, its eyes filled with unbridled fury. The sight of this petrified creature sends shivers down your spine, as if it could spring to life at any moment and unleash its wrath upon you. The surrounding area shows signs of recent disturbance, with flattened grass and vegetation, hinting at the presence of a large reptilian creature that may have passed through. Just beyond the statue, you notice the gentle flow of running water, and an intuitive sense tells you that something else lurks nearby. A feeling of impending danger hangs in the air, and you brace yourself for what lies ahead. (Surprise round on the basilisk with DC 14 Stealth check)
13- Following the tracks leading to the hunting grounds, you believe you have the opportunity to set up an ambush for the creature. The tracks are relatively fresh, indicating that the basilisk may have passed through here recently. With careful navigation and coordination, you could position yourselves strategically and gain the upper hand in the impending encounter.
5- Despite searching diligently, you have yet to find any signs of the basilisk in the vicinity of the water source. It appears that the creature has eluded your detection for now, leaving you uncertain of its current whereabouts.
As you weigh your options and consider the best course of action, the fate of your quest and the lives of those affected by the basilisk's presence hang in the balance.
Den Perception:
18- As you carefully observe your surroundings, your attention is drawn to a pair of fawns gracefully wandering through the woods. You take a moment to appreciate their presence, but your serene observation is abruptly interrupted by a cacophony of breaking branches and rustling leaves. With a sense of dread, you witness the fawn being violently attacked by a large lizard-like creature. Its movements are swift and merciless, thrashing the helpless animal with its powerful jaws. The cries of the fawn are abruptly silenced, and the basilisk swings its head around with such force that you can almost feel the displaced air from where you stand. The grim reality of the basilisk's presence sinks in, as you realize the devastation it can unleash.
15- Amidst your exploration, you come across a den that aligns with Atropa's description of the basilisk's habits. The den exhibits signs of recent activity, suggesting that this may be the lair of the creature you seek. The atmosphere grows tense, as you consider the imminent confrontation that awaits you within these darkened confines.
7- Amongst the rocky outcrop, you discover a multitude of old statues, remnants of unfortunate souls who have fallen victim to the basilisk's petrifying gaze. The statues depict various scenes of panic and chaos, frozen in time. Some are poised for battle, while others display the futile attempts of fleeing in an unstable and desperate manner. The sight serves as a grim reminder of the danger that lurks within these woods, reinforcing the urgency of your quest.
1- A sudden commotion breaks the silence, as distant shouting echoes through the moss-covered rocky outcrop ahead. The voice belongs to Valfran, who utters a panicked plea for Sakair to run. The words hang in the air before abruptly falling silent. A wave of dread washes over you as you realize that Valfran, one of your companions, has succumbed to the basilisk's petrifying gaze. The threat is now even more tangible, and the need to succeed in your mission intensifies.
With each new discovery and encounter, the magnitude of the challenge ahead becomes clearer. The basilisk's reign of terror must be brought to an end, and the fate of Valfran and the countless lives at stake rests in your hands.
As the party cautiously approaches the watering source, they spot the massive owlbear statue nearby. It stands in an upward position, ready to charge, its fury evident in its eyes. Sensing movement, the party's attention is drawn to the running water, where a sunbathing female basilisk lies unaware of their presence.
Seizing the opportunity, the party initiates a surprise attack on the basilisk, aiming to take it down before it can react. With a coordinated assault, they unleash their weapons and spells, focusing their efforts on the vulnerable creature. The female basilisk, caught off guard, retaliates with ferocity, using its deadly gaze and biting attacks to defend itself.
The battle is intense, with the party maneuvering to avoid the basilisk's petrifying gaze. They unleash a barrage of attacks, exploiting the creature's vulnerabilities. Despite the basilisk's attempts to defend itself, it succumbs to the party's relentless assault. With a final strike, the female basilisk collapses, defeated.
Scenario 2: Pursuing the Escaped Female Basilisk
After the intense battle with the female basilisk, the wounded creature manages to escape into the depths of the forest, seeking refuge in its den. Determined not to let it recover and potentially join forces with the male basilisk, the party follows its trail through the dense undergrowth.
Tracking the wounded basilisk becomes increasingly challenging as they navigate through the treacherous terrain. The party faces numerous obstacles, including thick foliage, rocky outcrops, and the ever-present risk of encountering other dangerous creatures lurking in the woods. They must remain vigilant, using their survival skills and instincts to stay on the basilisk's trail.
The chase continues, with the party tirelessly pursuing the injured basilisk. The creature's movements become increasingly erratic as it tries to shake off its pursuers. Finally, the party reaches the entrance of the basilisk's den, a foreboding opening amidst a rocky outcrop. They prepare themselves for a potentially dangerous encounter.
Scenario 3: Battle with Two Wounded Basilisks at the Den
As the party enters the basilisk's den, they are met with a chilling sight. The wounded female basilisk lies in a corner, its body battered and breathing shallow. However, their presence has also alerted the male basilisk, who arrives at the den to defend its territory and injured mate.
The party finds themselves facing two wounded basilisks within the confined space of the den. The female basilisk, weakened but still dangerous, launches attacks from her resting spot, while the male basilisk fights with a mixture of aggression and concern for its mate. The limited space makes maneuvering difficult, adding an extra challenge to the encounter.
The party must carefully strategize their positioning, using cover and obstacles to their advantage. They must be mindful of the basilisks' deadly attacks, including the petrifying gaze of the male basilisk. The wounded female basilisk may prioritize defending itself and its mate, while the male basilisk fights with increased ferocity.
As the battle progresses, the party lands decisive blows on the wounded basilisks. The female basilisk eventually succumbs to its injuries and collapses, leaving the male basilisk in a state of frenzied rage. The party must summon all their strength and resourcefulness to overcome the male basilisk's relentless assault.
Through their determination and teamwork, the party deals a final blow to the male basilisk. The den is filled with silence, broken only by the victorious party's heavy breathing. They stand amidst the defeated basilisks, bruised and battered but filled with a sense of triumph and accomplishment.
Scenario: Solo Battle with the Male Basilisk (Female Basilisk Defeated)
After a grueling battle, the party successfully defeats the female basilisk, bringing an end to its reign of terror. However, their victory is short-lived as they realize that the male basilisk still lurks in the den, wounded but ready to defend its territory.
Recognizing the need to face the male basilisk in a solo encounter, the party braces themselves for the imminent battle. With the female basilisk lying lifeless on the den floor, they shift their focus to the wounded male creature, determined to put an end to its threat once and for all.
As the party approaches the male basilisk, they notice the creature's blind eyes and its scarred body, evidence of its previous battles. The male basilisk, sensing their presence, emits a low, guttural growl, poised to defend itself against any further intruders.
In this solo fight, the party must utilize their skills and abilities to overcome the male basilisk's remaining strength. They exploit its blindness to their advantage, maneuvering strategically to avoid its attacks while launching precise strikes against its weakened body.
The den provides a confined and treacherous battlefield, with remnants of the previous battle littering the area. The party must navigate carefully, avoiding the fallen debris and the remnants of the female basilisk's attacks.
The wounded male basilisk fights fiercely, its remaining senses heightened in compensation for its loss of sight. It lashes out with powerful strikes, its tail thrashing and its jaws snapping in an attempt to incapacitate its foes. The party must remain agile and vigilant, evading the basilisk's attacks while looking for opportunities to strike back.
As the battle rages on, the male basilisk's energy wanes, and its movements grow increasingly sluggish. The party capitalizes on its weakened state, pressing their advantage and delivering devastating blows.
Finally, with a final, well-placed attack, the male basilisk collapses to the ground, defeated. The den falls silent once more, the threat of the basilisks eliminated. The party stands victorious, their resilience and determination having overcome the formidable creature.
Note: The details and outcome of each scenario are subject to the decisions made by the players and the roll of dice during the gameplay. The provided descriptions offer a framework for the encounters, but the actual events may vary based on the actions and choices of the players.
As the party explores the aftermath of the battle, they notice two young children lying peacefully side by side, their faces serene despite the tragedy that befell them. Each child holds a small token in their hand—a tiny, intricately carved wooden animal figurine. One child clutches a delicate wooden fox, while the other holds a miniature owl. The party decides to carefully retrieve these tokens, symbols of innocence lost, with the intention of returning them to their grieving families.
Amidst the fallen warriors, the party comes across the petrified forms of brave fighters who met their fate in the relentless struggle against the basilisks. One warrior stands frozen in a defiant pose, his sword raised high, a testament to his unwavering courage in the face of danger. Another warrior is captured in a defensive stance, shield raised, embodying steadfast protection in the midst of chaos. Their petrified forms serve as lasting memorials to their unwavering spirit and sacrifice.
Deep within the basilisk nest, amidst the eerie silence, a cluster of pulsating eggs catches the party's attention. Each egg glows softly, adorned with mesmerizing patterns that seem to shift and dance. They realize the immense value and potential of these basilisk eggs, for they hold potent magical properties within. With great care, they gather the eggs, aware of their rarity and the myriad purposes they can serve. These precious artifacts become a tangible connection to the ancient creatures and a source of intrigue for the party's future endeavors.
Among the spoils of their hard-won victory, the party discovers several items that serve as poignant reminders of the fallen children. One of the children, a young girl with a love for nature, clutched a worn leather journal filled with pressed flowers and sketches of woodland creatures. It is a testament to her curiosity and enchantment with the world around her. The party carefully tucks the journal away, knowing that it holds cherished memories that can bring solace to her grieving family.
Amongst the fallen statues and the debris strewn across the den, the party's keen eyes catch sight of a hidden compartment concealed within the crumbling stone. With a careful touch and a discerning eye, they manage to unlock the compartment, revealing a prized possession: a +1 weapon. The weapon gleams with an otherworldly aura, its finely crafted hilt and blade reflecting the remnants of sunlight that seep through the crevices. It is a testament to the skill of its previous owner, now forever petrified in stone. The party gratefully claims this weapon, recognizing its power to turn the tides of future battles.
Delving deeper into the scrolls left behind, the party uncovers a trio of magical secrets. The first scroll holds the knowledge of fireball, a spell capable of conjuring a sphere of destructive flames that engulfs everything in its path. The second scroll unveils the art of invisibility, granting the user the ability to vanish from sight and move undetected through the shadows. The third scroll reveals the intricacies of dimension door, a spell that enables instantaneous transportation across vast distances. Each scroll is a testament to the formidable magic wielded by the fallen adventurers, now forever silenced by the basilisks' deadly gaze. The party accepts these scrolls with reverence, knowing that they hold the power to shape the outcome of future encounters and serve as a legacy of the fallen's arcane prowess.
As the party surveys the spoils of their victory, a sense of somber reflection washes over them. The weight of sorrow and loss hangs heavy in the air, their hearts burdened by the knowledge that these treasures come at the cost of innocent lives. The coins serve as a stark reminder of the lives extinguished, the +1 weapon a bittersweet relic of a fallen warrior's prowess, and the scrolls a testament to the untapped potential that now lies dormant. They understand that their journey carries with it not only the weight of their own quests but also the responsibility to honor the fallen by seeking justice and closure for the families left behind.
With their hands now full of precious artifacts, mementos, and eggs, the party stands united in their purpose. They feel the weight of the fallen children and the responsibility to bring closure to their families. Their quest becomes twofold—to return the lost belongings, the teddy bear, and other trinkets to their rightful owners, offering a glimmer of solace amidst the grief, and to find the missing children, bringing them back to their loved ones or uncovering the truth of their fate.
As they prepare to depart from the den, their minds and hearts heavy with the weight of their new mission, the party knows that they carry not only the spoils of victory but also the hopes and dreams of those who have suffered. Their journey takes on new significance as they navigate through the path of darkness, seeking justice, healing, and closure for the fallen.
As Atropa leads the dryad through the lush forest, a mischievous glint in her eyes, she notices the irate owl perched on a nearby branch. An audacious idea takes hold of her, and without hesitation, she jumps onto the owl's back, determined to claim her unconventional mode of transportation.
The owl is taken aback by Atropa's boldness, letting out an indignant hoot as its feathers ruffle with a touch of arrogance. It tries to shake her off, its eyes reflecting a mix of annoyance and surprise.
Undeterred by the owl's attempts to dislodge her, Atropa flashes a sly grin. "Ah, my feathered adversary, it seems you're not too keen on sharing your lofty domain. But fear not, for I am not one to shy away from a challenge."
Vilfran, wearing a mischievous smile, watches the spectacle unfold. "Oh, Atropa, always defying conventions. You truly are a wild spirit, forging your own path even in the skies."
Atropa's hold on the owl tightens, her expression a combination of determination and amusement. "You may have the wings, my dear owl, but I possess an unwavering will and a penchant for defying expectations. Together, we can create a spectacle that will be remembered for ages."
Gradually, the tension between Atropa and the owl subsides as they engage in their spirited banter. Recognizing the futility of resisting Atropa's determination, the owl lands on a nearby branch with a theatrical thud, its feathers slightly ruffled. With an air of surrender, it simply flops over onto its face, choosing to remain motionless, as if conceding defeat.
A mischievous glint dances in Atropa's eyes as she smirks at the owl's act of surrender. "Well, it seems you've decided to take a rest, Mr. Prized Plumage. Can't handle the thrill of having a daring rogue on your back, can you?"
Vilfran chuckles softly, shaking her head in amusement. "Oh, Atropa, you possess the extraordinary ability to bend even the proudest creatures to your will. It's a testament to your charm and wit."
With a playful nudge from her boot, Atropa nudges the reclining owl, a smirk playing on her lips. "You see, Mr. Feathers, even in your moment of surrender, you still serve a purpose. A convenient perch for a rogue like me."
The owl, still lying on the branch, emits a resigned hoot, seemingly acknowledging Atropa's victory. It gazes at her with a mixture of resignation and reluctant admiration, silently conveying, "You've outmatched me, but I'll maintain my dignity from down here."
Valfran and I prepare ourselves for the daunting task of dissecting the basilisk, knowing that this meticulous process is crucial for unlocking its secrets and harnessing its potential. We gather the necessary tools and supplies, ensuring that we have everything we need to proceed.
As we make our way to the cart where the basilisk lies, Sakair joins us, carrying a set of glass vials and various papers. The clinking of glass and the shuffling of papers fill the air as he organizes his equipment, preparing to take samples from the basilisk's body.
Meanwhile, Atropa, ever vigilant and attentive to the well-being of the group, takes a moment to perform a thorough check on each of us. Her keen perception, honed through years of experience, allows her to assess our physical and mental states with exceptional precision. With a perception check at advantage, she scans for any signs of distress or injuries, ensuring that we are in the best condition to undertake this task. During her assessment, she comes across a peculiar book, hidden among your belongings. Curiosity piqued, she quickly gathers her notes, silently resolving to investigate its contents later. For now, she focuses on the immediate task at hand, assisting Valfran and me as we navigate the intricate anatomy of the basilisk.
Sakair emerges periodically from the cart, his hands stained with the basilisk's blood and his face a mix of focus and determination. He carefully collects samples, ensuring that he captures the essence and properties that will contribute to our quest of reversing petrification. The vials he carries serve as vessels of potential, each holding a glimpse into the basilisk's unique properties.
As the dissection progresses, Valfran and I work in tandem, meticulously exploring the inner workings of the beast. Atropa's assistance proves invaluable, as she shares her knowledge and insights, guiding our hands with precision and providing us with essential notes on the basilisk's anatomy.
Throughout the process, Sakair continues his work, extracting various substances and noting their properties. The scent of herbs and alchemical concoctions fills the air, mingling with the metallic tang of blood. The task is arduous, but our determination remains unyielding, knowing that our efforts may hold the key to saving lives and finding a solution to petrification.
Together, we navigate the labyrinth of the basilisk's body, uncovering its secrets, and gathering the necessary components for our potions. Valfran skillfully dissects the organs, extracting venom sacs and other vital materials, while I meticulously document our findings, noting the intricate details that could aid us in our future endeavors.
As the day progresses, our understanding of the basilisk deepens. Sakair's expertise in alchemy and Atropa's keen observations prove invaluable, allowing us to collect a wealth of samples and information. We know that these discoveries will serve as the foundation for our experiments and the creation of the potions needed to reverse petrification.
With each passing hour, our resolve grows stronger. The weight of the fallen rest upon our shoulders. We remain focused, driven by the knowledge that our efforts hold the potential to restore life.
In the midst of the dissection, occasional breaks are taken to rest and regain our strength. Sakair uses these intervals to analyze the collected samples, refining his understanding of the basilisk's properties and extracting every ounce of knowledge from our endeavor.
As the sun begins to set, casting long shadows over the battlefield, our dissection nears its completion. We have gathered a wealth of materials and knowledge, laying the groundwork for our next steps. Valfran and I carefully clean our instruments, preparing them for the journey ahead. Atropa secures her notes, ensuring that nothing is left behind, while Sakair stores the samples and vials, ready to be transported to a safer location.
With the dissection concluded, our focus shifts to the eggs. Understanding their potential in reversing petrification, we handle them with utmost care. One egg, deemed suitable for testing, will be used to explore the creation of the potion. The other eggs, due to their less-than-ideal condition, will be sold, providing us with additional resources to support our mission.
Sakair, his hands now free from the task of sampling, joins us in handling the eggs. With delicate precision, we wrap them in protective padding, ensuring their safety during transport. We know that these eggs hold the key to unlocking the power of reversal, and their preservation is of utmost importance.
As we make our final preparations, the weight of responsibility and the magnitude of our undertaking hang in the air. The journey ahead is filled with challenges, uncertainties, and the ever-present danger that accompanies the pursuit of knowledge and redemption. But we stand united, fueled by determination, compassion, and the shared belief that our efforts will bring light to those shrouded in darkness.
With our tasks completed, we leave the den behind, carrying with us the remnants of the fallen basilisk, the knowledge we have gleaned, and the hope of a brighter future. The journey continues, and the next steps await us on the path of discovery and restoration.
Valfran and I begin the delicate process of dissecting the basilisk, aiming to extract its valuable components and unlock its potential. As we work, we face the challenge of extracting the basilisk's poison and obtaining the necessary materials to create the cure for petrification.
Valfran's dexterity comes into play as he carefully handles the basilisk's venomous sacs. With a dexterity check, we determine the success of his efforts:
If the result is 1-5, no poison is obtained, but we manage to salvage one cure for petrification.
If the result is 6-10, Valfran successfully extracts three vials of basilisk poison and one cure for petrification.
If the result is 11-15, Valfran skillfully obtains three vials of basilisk poison and two cures for petrification.
If the result is 16-19, Valfran's expertise shines as he manages to extract six vials of basilisk poison and two cures for petrification.
If the result is a natural 20, an exceptional stroke of luck rewards us with the discovery of an ocular nerve, a crucial component for creating a potent petrifaction poison. However, utilizing this component requires an Intelligence check with a DC of 14. Failure results in a save against petrifaction with a DC of 12 and a Constitution save. If unsuccessful, one out of the two potential doses is lost.
These rolls and checks determine our success in obtaining the necessary components for our mission. We proceed with caution, understanding the significance of each success and the potential consequences of failure.
The party gathers around the petrified pilgrim, their eyes fixed on his frozen form. Atropa, visibly anxious but determined, prepares herself for the task of moving him. As the dryad approaches, gracefully striding through the trees, she positions herself near the fallen log to lend her assistance.
In the quiet moment before the work begins, you take notice of the grooves in the wood of the log. They appear evenly smoothed out, evidence of the dryad's frequent presence and the care she has taken in this place. It becomes evident that this log has served as a sacred site, a spot where the dryad has spent significant time, perhaps even communing with the pilgrim.
With the task at hand, the party understands that freeing the pilgrim's body will require some time and effort. It will involve cutting away the branch to which he is bound, carefully ensuring that no harm comes to his petrified form. Additionally, recovering the corpse of the basilisk, a necessary component for the reversal of the petrification, is also on the agenda.
As the party begins their work, the dryad devotes her attention to tending to the surrounding plants. She gently moves them away from any overhanging branches or areas that may impede their progress. With a delicate touch, she carefully uproots those plants that can be replanted nearby, preserving their connection to this sacred place. The plants that cannot be moved are harvested for their seeds, ensuring their continued growth and propagation. Atropa, ever observant and resourceful, takes a few clippings from some nearby plants and places them in a black satchel slung around her back, a reminder of the richness and potential of the natural world.
Together, the party and the dryad work in harmony, their collective efforts aimed at freeing the petrified pilgrim and recovering the basilisk's remains. The air is filled with a sense of purpose and determination as they meticulously carry out their tasks, each movement imbued with care and reverence for the life that hangs in the balance.
The dryad's voice trembles with a mix of sorrow and frustration as she recounts the events that led to the fateful encounter with the pilgrim. Atropa listens attentively, her expression reflecting a deep understanding of the dryad's emotions. She takes a moment to internalize the story before translating it for the rest of the party.
"The dryad's home was plagued by a deep rot," Atropa begins, her voice carrying the weight of the dryad's pain. "Two summers ago, she first encountered the pilgrim, and she tried tirelessly to lead him away from her sanctuary. Despite her efforts, he persistently returned, armed with new tools and magic, inching closer to her sacred abode. She struggled to keep him at a distance, viewing his visits as a direct threat to her cherished dwelling. However, there came a time when the pilgrim's visits abruptly ceased, granting the dryad a brief respite to enjoy the tranquility of her home, seeking solace in the warmth of the sun's rays."
As Atropa continues the translation, a somber tone fills the air. "But one moonless night, the dryad's peaceful slumber was shattered by the sight of the pilgrim performing mystic rituals and placing stones around her tree. Filled with panic, she tried to use her charm to compel him to abandon his intentions. However, before she could fully comprehend the situation, the pilgrim, with a determined yet calm expression, rushed towards her, catching her off guard."
A sense of sadness and confusion colors the dryad's voice as Atropa relays the next part of the story. "The dryad stood her ground, completing her charm, and in an instant, the pilgrim froze, his arm dropping limply to his side. It was then that a bag was hurled at her, unleashing a powerful wave of force that sent her flying into the depths of the surrounding woods. As she struggled to regain her bearings, she realized she had been struck by something within that bag. The very earth trembled and fractured, and in her dazed state, she witnessed the young leaf, the pilgrim, impaled upon the shattered trunk of a tree."
Atropa's translation carries the weight of the dryad's remorse. "Still bewildered by this sudden turn of events, the dryad beheld the creatures before her. One of them, wounded and bleeding, retreated, while the other charged relentlessly towards the injured pilgrim. It was in that critical moment, nearly too late, that she summoned her powers and frightened the creature away, saving the man from further harm."
The room is enveloped in a heavy silence as the party absorbs the tale, the emotions and complexities of the dryad's story resonating deeply within them.
As the time comes to move the statue, the party realizes that the dryad has vanished into the depths of the woods, heading in the direction of their camp. Unencumbered by the forest floor, she moves swiftly, her presence fleeting yet palpable. For a brief moment, the party catches sight of her, a glimpse of her ethereal form, her gaze seemingly fixed upon them. The rustling of leaves accompanies her as she weaves in and out of view, venturing deeper into the woods, until finally, she disappears from sight.
Her departure leaves a sense of mystery and longing in the air, as if her fleeting presence was a gentle reminder of the profound connection between the natural world and the party's mission. The party stands in awe, contemplating the brief encounter with the enigmatic dryad, wondering what secrets and wisdom lie within the depths of the forest, waiting to be discovered.
As the young man, still in the early stages of adulthood, materializes before the party, his appearance captures their attention. Clad in a worn and tattered red robe, he bears the marks of his journey. Prayer beads tightly wrapped around his right hand symbolize his devotion, while a silver lantern hangs at his side, its glow casting a soft light in the surrounding darkness. His gray eyes reflect a disciplined resolve as he regains his physical form, his body slowly taking shape.
Yet, amidst the return of his corporeal existence, a grim sight unfolds. The young man's chest bears the evidence of a devastating blow, the impact having crushed his ribs. Blood seeps from his wounds, painting a vivid picture of the struggle he has endured. Undeterred by his injuries, his hand instinctively reaches for his staff, a symbol of his power and resilience.
The party witnesses this display of determination and resilience in the young man's eyes and actions. It is clear that he possesses an unwavering spirit, ready to face whatever challenges lie ahead.
As the party swiftly takes action to assist the injured young man, the Dryad steps forward, carefully placing the staff in his hand. Her gentle touch conveys both support and a desire to alleviate any further strain on his body. Meanwhile, Atropa's is focused entirely on Sakair, her entire being dedicated to guiding his head to his reviving patient as fast as possible.
In those fleeting moments, time seems to stand still as everyone moves with a sense of urgency and purpose. Each movement is precise, driven by a shared determination to aid their newfound ally. The atmosphere is charged with a mixture of anticipation, concern, and hope.
After some time has passed, news reaches the party that the young man has awakened. Sakair, being informed beforehand by Valfran, carries a sense of anticipation and readiness. In this moment, within the familiar surroundings of their camp, Valfran's focus appears effortless and natural. Unlike the initial arrival in this place, there is a noticeable ease and even a hint of happiness in her demeanor.
The party senses a shift in the air, a subtle but significant change. It seems that they have found a semblance of peace and contentment, knowing that they have come closer to their goals and that their efforts have not been in vain.
As the evening settles in and dinner is prepared, the pilgrim emerges from within, aided by Sakair. His presence among the party brings a renewed sense of camaraderie and unity. There is a quiet sense of gratitude and relief in the air as they gather outside to share the meal together.
The pilgrim's presence, once marked by vulnerability and injury, now carries a resilience and strength. His determination to overcome the obstacles he faced is evident in the way he carries himself, despite the remnants of his injuries. Each step he takes is a testament to his willpower and the support he has received from the party.
Sitting around the campfire, they exchange stories and experiences, finding solace in the shared bond they have formed. Laughter and conversation fill the air, mingling with the comforting crackle of the fire.
The pilgrim's voice carries a mix of sadness and determination as he shares his story with the others. The crackling fire casts flickering shadows on his face, emphasizing the weight of his words.
"I journeyed here because word had spread of the undead, rising from these woods," he begins, his voice filled with empathy for the unfortunate victims. "My search led me to a small village, once bustling with life, but now tainted by death. The well, the lifeblood of the community, was poisoned, and I arrived too late to save anyone."
The party listens intently, their expressions reflecting a mixture of sorrow and understanding. They have all witnessed the devastating effects of the undead and the pain it inflicts on innocent lives.
"I followed the trail, tracing the source of the undead," the pilgrim continues. "As I ventured up the river, I encountered a disturbing sight. The undead were not merely corpses. There were animals and beasts, still partially alive, but twisted and corrupted. They filtered down the valleys, disappearing into the depths of these woods."
"When reached the next settlement, word of a pair of basilisks roaming down the mountain side, I had to reach the forest at the river's mouth and conduct what research I could before they became a problem. I'd spent weeks in these woods, I suspect that to have been the doing of a dryad I saw. Time was lost on me, I spent too much time in these woods. When i finally found a strong enough source of magic I began laying cleansing stones along the river to hopeful purify and strengthen the lands resistance to this blight."
The pilgrim's voice carries a sense of urgency and determination as he recounts his encounters and actions in the woods. The campfire casts a warm glow on his face as he speaks, his words resonating with the weight of his experiences.
"When I reached the next settlement, I heard rumors of a pair of creatures, natures bane, roaming down the mountainside," the pilgrim begins, his tone filled with concern. "I knew I had to reach the forest at the river's mouth and conduct my research before they became a greater problem."
He takes a moment to gather his thoughts, the flickering flames reflecting in his eyes. "Weeks passed as I delved deeper into these woods, searching for answers. I couldn't help but suspect that a dryad I encountered might have had a hand in the time I spent searching. Time seemed to slip away, lost in the depths of these ancient trees."
A sense of weariness creeps into his voice, a testament to the arduousness of his task. "Finally, I discovered a source of powerful magic, one that held the potential to cleanse and strengthen the land against the encroaching blight. With determination in my heart, I began laying cleansing stones along the river, hoping to purify the waters and fortify the land's resistance."
As he speaks, the party listens intently, aware of the significance of his efforts. They understand the importance of restoring balance and harmony to the natural world, and they find themselves drawn to the pilgrim's cause.
The pilgrim's voice carries a mix of amusement and admiration as he recalls the harrowing encounter with the creatures that emerged from the mound. The campfire flickers, casting dancing shadows on the faces of the listeners, as they hang onto his every word.
"I could feel the ground tremble beneath me as I desperately tried to evade the crawling creatures that emerged from the mound," the pilgrim begins, a hint of tension in his voice. "And that's when you, the dryad, stepped out of that tree, as if summoned by the chaos. One of the creatures immediately targeted you, and I must admit, it scared me to the core."
A chuckle escapes his lips, a testament to the exhilaration he felt in that moment. "I have never experienced such fear in my life, and yet, strangely, I was completely fine with it. Your charm, dear dryad, could have been the end of me, but I stood there like a fool, mesmerized by you, even with the sight of an apex predator approaching me. It struck me with its powerful tail, right in the gut."
The pilgrim pats his ribs, indicating the area where the creature's blow had landed. "I managed to wound one of them in my desperate attempt to defend myself, but my memory becomes hazy after that. The last thing I recall is a sharp pain in my chest and catching a glimpse of you striding across the trees. After that, well, I can only assume I was turned to stone."
Atropa, with her usual grace, translates the pilgrim's words to the dryad, ensuring that every nuance and emotion are conveyed accurately. The dryad listens intently, her eyes reflecting a mix of concern and relief. She understands the gravity of the situation and the bravery displayed by the pilgrim, as well as the risks they all face in their shared quest.
The dryad's voice trembles with a mix of guilt and remorse as she speaks, her words carrying the weight of her realization. Atropa listens attentively, her expression reflecting the dryad's emotions. She takes a moment to absorb the dryad's words before translating them for the rest of the party.
"These creatures, whose mere presence could silence the sounds of the forest," Atropa begins, her voice mirroring the dryad's sorrow. "I am glad that I acted, even if it was too late. After a while, I could sense the woods slowly coming back to life, the life force returning. As a guardian of the forest, I know the rules of the wild, and I failed to protect my home from being poisoned. In my own self-absorption, I allowed these beasts to enter unchecked. It was my presence that drew them close, and I would have met my end that day."
A somber tone fills the air as Atropa continues to translate the dryad's remorseful words. "Instead, it was I who caused this, if only I hadn't diverted your attention," the dryad confesses, her voice filled with regret.
The weight of the dryad's realization hangs heavy in the air, each word resonating with the burden she carries. The party listens in silence, understanding the depth of the dryad's self-blame and the heavy responsibility she feels for the consequences of her actions.
The pilgrim's voice trembles with a mix of disbelief and panic as he realizes the significant amount of time he has lost. Atropa, attuned to his emotions, listens closely and prepares to translate his words for the rest of the group.
"So, it's already healing. A lot of time has already gone by..." the pilgrim's voice trails off, his throat dry with anxiety. He struggles to gather the strength to ask the question that weighs heavily on his mind. "What... What year is it?"
A sense of dread washes over him as he comprehends the magnitude of the time he spent as stone. His heart sinks, and panic begins to rise within him. He looks around at the group, searching for answers and solace in their presence.
As his gaze meets the silent stare of the dryad, the pilgrim musters a moment of strength. His voice, though shaky, carries determination. "I'm glad your home is well, Dryad," he says, gratitude and sincerity laced in his words.
Taking a deep breath, the pilgrim steadies himself and begins preparing a spell, the Word of Recall. The urgency in his actions is palpable as he seeks a way to return to his rightful time and place.
Atropa, translating for the pilgrim, conveys the mixture of emotions he experiences. The rest of the group, understanding the gravity of the situation, offers their support and understanding. They recognize the pilgrim's need to find his way back home and share in his hope for a successful return.
Dryad Verium's voice carries a sense of sincerity and warmth as she addresses the pilgrim, her words filled with genuine hospitality. Atropa listens attentively and begins to translate Verium's message for the group.
"My name is Verium," the dryad begins, her voice filled with a touch of melancholy. "If you find yourself here again, you are welcome, as your home. The forest will feel quite without you."
Atropa conveys the dryad's words, capturing the essence of her invitation and the deep connection she feels with the pilgrim. The rest of the group listens, appreciating the dryad's generosity and the sentiment behind her words.
The pilgrim, now identified as Lao, takes a moment to process Verium's message. Sweat beads on his forehead as he nears the completion of his spell, his focus momentarily interrupted by a flood of thoughts and emotions. He finds his voice, expressing his gratitude.
"I hope I can return..." Lao's voice carries a mixture of longing and uncertainty. He reflects on the time that has passed, his journey through stone and his current situation. "I am Lao; it's nice to speak after all that time. Thank you again for this breath I still hold."
Atropa translates Lao's words, capturing his deep appreciation for being given the chance to live again, to converse and be part of the present moment. The group acknowledges Lao's gratitude and the significance of his existence in their midst.
The campfire crackles softly in the background, casting flickering shadows on the faces of the companions.
As the ethereal sound of the bell resonates through the air, the party's attention is drawn to Lao. However, as they try to focus on his form, it becomes elusive, like a mirage in the desert. The view is unclear, yet they sense his presence. Gradually, the sound of the bell fades, blending with the natural sounds of the forest, and Lao's form disappears from their vision.
Realizing the potential value of the mimic book, Atropa approaches you and expresses her interest in obtaining it. She offers you a Dagger +1 in exchange for the book. This enchanted dagger possesses additional magical properties, granting you the ability to affect targets with fairy fire if you miss them in combat. The dagger's enchantment requires concentration and lasts for 1 minute. Furthermore, if the dagger hits a target, you gain advantage on concentration saving throws for the duration of that round. Atropa's experience and knowledge of such creatures allow her to handle the situation with caution.
With the offer on the table, the decision is yours whether to part with the mimic book and accept Atropa's generous exchange.
Before the party prepares to leave and make their way back to town, Atropa is entrusted with a seed from the dryad. Atropa gently places a hand atop the dryad's head, and the dryad closes her eyes, as if in silent communication. Understanding passes between them, and Atropa and Verium, the dryad, walk side by side along the tree line, heading towards the dryad's tree.
The party watches this exchange, sensing the deep connection and shared understanding between Atropa and the dryad. A sense of reverence fills the air as they witness this profound moment between the two beings of nature. The forest seems to breathe a gentle sigh, as if acknowledging the significance of their actions.
Though the specifics of their interaction remain shrouded in mystery, there is a palpable sense of harmony and purpose in the air. The party carries this experience with them as they depart, carrying the memory of their encounter with the dryad and the profound connection forged through their shared journey.
https://i.pinimg.com/originals/83/7a/24/837a24606a5cf29e572cbe11122bffc3.jpg - Valfran
Valfran – (F Human) Caravan guard – Hippogriff Guardian 5.6ft
AC 16
Hp 29
Speed 30ft
Str 13(+1) Dex 18(+4) Con 14(+2) Int 11(+1) Wis 13(+1) Cha 12(+1)
Skills Insight +5 Perception +3
Proficiency Survival, Insight
Languages common / celestial
https://www.pinterest.com/pin/793055815620133044/ - Sakair
Sakair – Traveling Alchemist (M Hippogriff) Medium Monstrosity
AC 13
Hp 45
Speed 40 ft., fly 60ft.
Str 14(+2) Dex 12(+1) Con 14(+2) Int16 (+3) Wis 16(+3) Cha 9(-1)
Skills Perception +5
Proficiency: Herbiest kit, alchemist kit, history, medicine, Nature.
Senses passive Perception 15
Languages, Common, Celestial, Auran
https://imgur.com/kPmKs2u - Atropa
Atropa (F Wandering Sprite) - Wild magic Alchemist Enthusiast 11inchs
Ac 18
Hp 7
Speed 10 ft., (Lost wings)
fly 30ft.Str 2(-4) Dex 18 (+4) Con 10(+0) Int 16(+3) Wis 10(+0) Cha 14(+2)
Proficient with Herbalist kit, Alchemist kit, History (pertaining to bestiary)
Languages Sylvan, Common
Chr based spell casting:
At will: Druidcraft,
Mage Hand(if given book)1/day each: Feather fall, dancing lights, confusion, dispel magic, entanglement, fly, phantasmal force, mirror image, shrink/grow, fairy fire, (Dc 14)
Actions: Invisibility
Book - mimic
Hp 21
Ac 12
Speed is 5ft
Str 4 Dex 8 Con 10 Int 14 Wis 12 Cha 10?
Languages: Common, Celestial, Draconic, Demonic
Forming a contract: Learn 1 cantrip, 1/day for 10 minutes as a catalyst cast resistance to any 1 element lasting 1 hour. It is contracted to your belongings, should you die, it will claim them. The book is chaotic in nature, neutral to sentient beings.
-Book knows all cantrips.1/day: shield, silence, reduce
Bite attack 1d6 (1d4 acid) - 2d8 (1d4 acid) if target is considered tiny.
Resistance to non-magical attacks, resistant to mental magic.
*Atropa will want the mimic book you found, she's willing to offer a
Dagger +1 with 1/day if you miss a target with this weapon, you may choose to have the target roll DC 14 wisdom saving throw or be affected with fairy fire. (Weapon can be thrown, effect still works) Requires concentration last 1 minute, you have advantage on con saving throws if the weapon hit this round.
https://www.pinterest.se/pin/616782111449105790/ - Caravan
https://www.deviantart.com/sketcheth/art/Dryad-415091050 - Dryad
Dryad Verium
Hp 40
Ac 11(16 w/ Barkskin)
Speed 30ft
Str 10 Dex 8 Con 11 Int 14 Wis 15 Cha 18
Skills Perception +4, Stealth +5
Senses Darkvision 60ft, perception 14
Languages elvish, sylvan
Pg-121MM
https://i.pinimg.com/originals/7f/09/24/7f09249a23e976a627a2a7e46a19db12.jpg - Pilgrim
Lao lv 11 priest
Hp 0/71
ac 16
Speed 30ft
Str 10 Dex 14 Con 16 Int 14 Wis 18 Cha 12
Skills Perception +4
Proficiency
Languages Common,
Spells Word of recall (and 3rd level spells left)
Actions
https://i.pinimg.com/736x/29/f5/38/29f53836d6393166ff849e240bfd3cac.jpg -Basilisk
https://www.pinterest.com/pin/316870523762283537/ - Setting
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Finding Caravan - Meeting for first time
The party will likely see the Hippogriff flying in from the ocean, heading north-east over the woods.
(Perception Dc 12)
To the west you can see something cresting into the sky. A creature with two large black wings, light teal feathers crown its bird-like head with a curved beak, two arms hung low clenching a handle, the lower-half is a grey roan pattern on the hindquarters of a horse. Its carrying 2 large, weaved baskets. The baskets almost collapsing under the weight of whatever is inside. Its heading NE. After () the creature starts to descend eventually falling out of sight into the canopy.
Travel distance is (Survival dc 12)
The caravan at night has a 30ft dim light around the enchanted wagon.
Walking through these woods, the bug population is becoming increasingly more noticeable. The air is buzzing with noise. Among the grass at your feet, the ground seems just as alive as the air.
In the distance beyond the tree line, you can hear the crackling of wood and the smell fire in air.
(DC 18 perception – You can hear sound of a knife chopping; cattle can be heard nearby. Then wood creaking, out of place of the other noises, but the knife continues to chop despite it
A break in the trees, you see a camp laid out, if not for the caravan it looks like someone was preparing to lay down roots. Drying racks, most empty are strung out in cluster around the camp, a makeshift hut made of large furs is settled close the wagon against a nearby tree. A velvet black horse lays in the shade of the tree, a horse barding lays nearby the hut. Piles of freshly cut wood are stacked across the wheels of a detached pull along cart. Inside the cart is a garden with exotic looking plants, so familiar most you've never seen before. A livestock pen has been set up on the south side of the camp next to a stream, housing large highland cattle.
A blond-haired woman moves between the back of the cart and a makeshift table placed atop a tree stump. She unstraps and carries over a few boxes before picking up sharp black stone and begin chopping an array of vegetables from the crates. Carrying them over to a black kettle balanced over a fire, before dumping them inside.
Before long the smell of vegetables boiling fill the air along with smell of the fire.
Adorned in a red leather breast plate marked in black wrap around the seams, hair pulled back and tied with a thin strip of leather. She turns to gather a large wicker basket from a bundle of straps next to the cart. A long thin blade at their side, with a purple gem placed into the hilt.
A voice calls out shortly after, at first in a language you don’t understand, after a few words spoken they switch to common.
Day- Greetings and joy to potential customers, suspicious to have been found.
Night- Vilfran will offer you a spot near the fire, but she will attack if party approaches caravan.
-The caravan is roaming the coast this year; odd job came to them along the way not long ago.
-Scouting area for a dangerous creature, and recovering the remains of a pilgrim who left quite an impression
-Vilfran has been with Sakair since birth, she was chosen to be a Hippogriff rider.
(Insight dc 13 - she finds it completely ridiculous that could happen and joy right now)
Morning or after introduction has taken place during the day. Hippogriff will be seen talking with Vilfran, before approaching party.
"Guests of course, perfect timing! Always beast to time your arrival with the hunt. I’m glad my companion was kind, not many approach my shop in the wild" -Sakair
-Vilfran is annoyed their camp being found in first place.
"I am an Alchemist. How can I ease your aliments, or would like to see more uncommon concoctions?" -Sakair
-Vilfran begins tending to the oxen/preparing a table.
After a saltwater feast, Sakair begins his day tending to the garden and preparing new shelving with earth filled pots on pulled along garden.
-Quest Gather plants, Vilfran is in the area with the party scouting the woods. Party or Vilfran finding a stone bird, party becoming privy they were looking for this. Informed caravan has been seeking signs of a creature that can turn you to stone and are gathering intel for the local guild to set a bounty.
- Quest reward 3g per plant, d100, 15g for every 5 pounds of dense fertile dirt 2d20-lbs
Sakair has a friend who has information on the creature. Any request for addition assistance Sakair has a Potion of Blur for the basilisk quest. (Dc 16 Persuasion)
While party talks with Atropa, Sakair and Valfran talk outside. He is given strict orders to not endanger himself, he has committed himself to following orders.
Perception dc 20 - A dryad is in the garden. The plant life all seems to lean towards them.
----------------------------------------------------------------
This is bit of my idea on Atropa's room, considering a mini game in the makeshift colosseum and the spell shrink.
Its unique inside this caravan-, up a small ladder, you file into the second floor. In this space is a maze of books, some reach as high as 5 feet.
Stacks of books layering the walls, shelving of vines carefully weaved in. They lead you directly ahead, there a large barrel currently placed in firmly into the floor. (Closer examination it is latched onto the support beam.) wrapped around it is a thick vine the tip hangs over a pool of clear water.
Past the barrel the books widen out and surround the edge of the left wall, leaving an open space in the center. To the right, an array of books scattered on Deep dark red wood tabletop of sort cut into a crescent moon if not a bit wider on left side were a crate filled with velvet looking moss cradling a handful of potions is settled. To the right lay scrawling of notes, a silver leather bound journal much larger than the sheets of paper.
Looking at it, everything here is small, but it throws you when you see one of the normal sized objects scattered around.
Above the desk lay two nests of vines insulated with the growing moss, and wrapped in the vines are two large fungi. Spores around them glow dimly in an almost rhythmic pattern. At this distance the coloration seems dark, but they are certainly alive and nothing like what you’ve seen.
In the center of the room, a hatch above this odd little place is open, slight green tint of light trickles in. Only sawing in color as the wind brushes the leaves away from the opening. Below that, you see a ring lined with books scrapes and rough edges are focused here on this section of flooring. The books here are laid out deliberately. As if someone wanted to make steps, or seating. It's weird some spaces are large enough for you to comfortably sit. Others are layers up layers of books and vines. with little space for anything but a finger to swipe across.
All across the walls are many types of plants, most common are unique looking flowers. Among the plants are some monstrous looking species that stick out to you, though they are given space and they seem healthy none the less.
As you step forward, Sakair pokes his beak into the space and calls out
“Atropa, they’ve agreed to help. you were right, fishing would provide me with peace and a resolution.” He lowers his voice and directs it to your group, “Mind your feet… Atropa’s room, is more of a village.” -Sakair
Through the perspective that you are not alone in this space, with a little focus you can see some of the dwellers of Atropa’s room. Tiny saplings like creatures maybe 3 inch's in height, scatter among openings in the books, tiny warriors gather atop a pile overhanging boxes, in what would seem to be a advantage point should your cross under them.
Among these critters you spot flash of silver fur darting ever closer, only to halt short but a large step away from your group. Whiskers poke out from a binder of small stack of books to your right along with the head of a frog, wearing something gold, it slowly bobs sways around as the mounted critter breathes in deep catching its breath.
Things go quite and tension builds, more tiny sapling troops are appearing as the second's pass.
With the heartiest Warcry it can manage a full fledge warrior by all rights, leaps off a book behind you group, a shifting of books sounds behind you as incantation is muttered out and the warrior suddenly stops... No, it's still falling but slowly, shortly after you realize this it does to. You can almost feel its frustration and it struggles against the spell.
Behind where a layer of books has been shifted out of the way stands a red-haired tiny humanoid, a sprite about x3 bigger than these saplings. She would be barely a foot tall. She is adorned in green vest, or once could have been a shirt as sleeves are still wrap around her arms. On her ear is a pearl bright at first, that dims out to a dull pink.
“Sakair! Bonz does not like it when you ignore him, He protects the garden at night, and has asked you to at least let him meet them before you permit others into Gaia.” - Atropa
The frog who had peered out at your group, wearing a roughly cut cloak and a crown of a golden flower. Now leads out his mount, a silver furred mouse to a gathering of saplings hiding behind Atropa. Climbing the steep set up books Atropa had moved, maneuvers up to her before Atropa picks them up and places them atop their head.
"There, there Bonz" -Atropa
“I will not indulge that freeloader, he’s here for the free food. You and that Colosseum have gone to your villager’s head thinking you can name my shop.” -Sakair
“The Gruu wished for it, so it was built.” - Atropa
“I’m sure a great battle will not go over well with your new friend, nor do I think Valfran would appreciate cleaning your room again.” Sakair signs, pushing over the angry Gruu warrior as he almost reaches the floor, changing course. Defeated. “Your people need guidance in wisdom, and you need more in history.”
Atropa frazzled rushes around the pile of books she pushed, shoving them back and out of the pathway before beckoning you to come.
-Atropa is a Sprite consumed with fire in her eye. She will explain what creature they believe it is and what it can do.
She’s adamant that this quest is completed, showing interest in slaying the beast she is willing to let slip a dryad asked for this. Though her concern is doubled with your one minded objective, if pressed she will beg you to not only slay the beast but save the pilgrim.
If you ask how she has no answer but she sure Sakair can do it, she seen a whole world of possibilities. Sickness, magical effects, even potions that can turn black water clear. She sure if he has the body of the creature, he can create a solution to reverse the effect.
Atropa has 2 potions of either growth/shrink? 1 potion of invisibility. She will freely give a Potion of Invisibility to the Party right before they go on Basilisk quest.
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Basilisk hunt
Vilfran despite saying she would stay back, wanting to help will lose out to her morals and watch the party from afar.
Atopa has gone back into researching basilisk anatomy.
Sakair aids the party in the search for the beast from the sky, he will not engage the beast, at best he will attempt to rescue a petrified player and bring them out of path of being smashed.
Depending on if the party heads to a likely area for a den, water source, or hunting grounds will alter the fight.
Based on the amount untouched earth around here, you suspect, no feel this place has an overwhelming force of life. The eco systems here has changed, the plants grow rampant.
Birds can be heard far off; you see signs animals once traveled here. Abandoned nests in the trees, burrows collapsed and have grown over, old long sapped over claw marks in the trees.
There definitely feels like the wildlife has given a wide berth of space from this rocky outcrop.
Hunting grounds Perception:
18-bookbag, once was finely made, now weathered and all but destroyed on one side as it bows out from the contents
Inside is a empty broken vial, ink, pen, loose paper, well drawn map, spell components, 2 rings, 2 books- an unassuming book filled with rituals, the other does not open.
*More plants for the Sakair can be found in the area where the bag was found, though collecting them now Vilfran will end up engaged with the beast alone.
15-Hiden among a think cluster of vines hanging for branches from a large tree almost curtain like, save for the many plants that seem to be growing fulling intwined with this fallen log You find an uncanny statue of a robed man. The expression on his face is solemn, lost in thought. What comes to a surprise is the chest, jagged remains of a branch protruding from it, stained red it holds the statue pined to a fallen tree. And odd staff with silver like color that becomes iridescent in the move sun rays has been placed next to him pressed firmly into the ground as if the owner only went to rest and gather their thoughts. Around both the staff and the human plant life is more abundant, it's like nature was trying to claim this all for herself. Hidden.
10- You find old statues in abundance, many in tatters of stone, some poised for battle, most are in a panic, some fallen over in an unstable running formation. Frozen birds with broken wings, even what at first you thought was loose gravel from an ant hill, now comes in view as you pick on a tiny delicate figurine of an ant caring the remains of a dried leaf stem.
2- You find an owlbear turned stone, horrifying and large. It's in an upward standing position, lurching forward. It looks ready to charge, all you can read is fury deep in those eyes. This creature sends shivers down your back. It's feels like at any moment it will come to life and shred any sense of hope of leaving these woods. -Surprise round on party from basilisk- From a top the owl, a low rumble hums in the air, as you move to investigate the noise begins to form into a hiss, crackling stone shifts as a shadow begin to loom over you, above your sight you see sunbathing on the back if this creature of furry is your quarry. (Make dc 12 con save) Bite attack/Another save depending on positions at the time.
Book found in a lost bag.
If you try to open the second book in the book bag. it immediately turns itself reverse almost seamlessly, trying to open the book from both sides where it would only make sense to open the book, even trying to open with any angle will result in nothing.
Trying to destroy the book or cause anything perceived to as dangerous will reveal an intelligent mimic like creature.
Mimic is hungry but not starving, it will want to protect the spell book.
It has been caught sleeping, and when it realized you were intelligent began panic.
It will plea not to be killed and will offer their services for a contract.
Bringing up the basilisk in the area, the mimic will let the party know its previous contract with (Pilgrim) who was attacked by said beast. (Dc 15 persuasion) the mimic will cast poison resistance on you. The book has no desire to be returned. Only that, its previous contracted party had planned to return the book to the temple it was shelved in, and it had no intention of doing so, ever.
-----------
Water source Perception:
18- You find an owlbear statue, horrifying and large. It's in an upward standing position, lurching forward. It looks ready to charge, all you can read is fury deep in those eyes. This creature sends shivers down your back. It's feels like at any moment it will come to life and shred any sense of hope of leaving these woods. You can see something has been through here recently, grass cresting a hill was flattened like a reptile lazily dragging its belly. Just behind this statue in running water, and you have a feeling something else is there to. (Surprise round on basilisk with dc 14 stealth)
13- You find tracks leading to hunting grounds, potently you could ambush the creature if you able to follow up on tracks.
5- Haven't seen any signs.
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Den Perception:
18- You spot a pair fawn wandering in these woods. Watching them for a moment you hear something break throw the thicket just west of you, you watch as the fawn is mercilessly thrashed about, the cries stop almost a quickly as this large lizard began swinging its head around with such force you could almost feel the air from here.
15- You find a den, It likes fits what Atropa told you about habits of a basilisk.
7- You find old statues in abundance, many in tatters of stone, some poised for battle, most are in a panic, some fallen over in an unstable running formation
1- party will hear shouting off behind this moss covered rocky out crop of mismatched stone. It echos deep inside you as Vanfil lets out a panicked shout "No! You have to run Sakair," and suddenly its quiet. Valfran has been petrified.
Basilisk fight can be done in two parts one in the open and one when the creature retreats to its den should its heath fall to rapidly, should it escapee to its cave, given anything other then an immediate chase its dc for stealth 13 after dc 19.
Aged male basilisk at %health missing 2 legs %move speed and both eyes will attack the closest target of lair.
You can find: 2 eggs, collection of coin pouches, 1 +1 weapon, and a scroll of ??? (in lair/on the statues or what remains of them)
Reversing the petrification, requires the processing of the basilisk, combination of healing potions, healing magic.
Basilisk will yield up to 2 potions that can remove petrification or become immune to it for 1hr, 2 vials of basilisk poison - or 1 condensed poison)
The eggs yield 1 remove petrify each.
1 egg will can be sold the other eggs condition was not ideal and it is suggested by Sakair that they use this egg for testing out creating the potion.
Sakair is preparing, gathering a few supplies outside the cart. Before bringing everything inside.The clinking of glass, shuffling of paper can be heard. You are tasked with helping Valfran dissect the beast.
Atropa is busy checking over your group for anything wrong, expecting this to be much worse than it ended up being. Quelling her worry, with a perception check at advantage, she will either find the book or not. - She will quickly gather her notes and assisting you and Valfran navigate the beast's anatomy, mentioning nothing at the time.
Sakair will come out periodically, taking samples.
Dexterity check:
dc 1-5, no poison, 1 cure
dc 6-10 3 poison 1 cure
dc 11-15 3 poison 2 cure
dc 16-19 6 poison and 2 cures
dc 20- you help discover an ocular nerve, can be used to create a petrifaction poison of 1 vial -(Int dc of 14 or make a save vs petrifaction dc-12 con and lose 1 out 2 potential doses)
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The Dryad and the Pilgrim
Upon defeating the creature, Valfran will send Sakair back inform their guest and Atropa. Atropa guides the Dryad out to the pilgrim/will begin searching with you. She is gliding ahead own a little owl, hanging from a lace tied between both claws similar to a hammock, If need be, she will inform party the dryad is on the way.
Meeting up with the party, the owl nearly throws this sprite at you. Atropa will dismount and gracefully attempt to land. (Dc Dex 12). The owl flies shortly off to a nearby shaded tree. It looks pissed. I moment later the bird is chewing at the bindings clipping it and shredding it off one side.
https://www.freeimages.com/premium/angry-looking-little-owl-athene-noctua-59086 -owl
Your group gathers around the petrified remains of the one Atropa mentioned to you. She seems anxious, trying her best to be prepared to move him. When the dryad arrives, they walk just within the trees. Striding between them before long she is leaning over the fallen log bound to the pilgrim.
(Dc15 perception) You notices groves in the wood, evenly smoothed out. This dryad has spent a lot of time here to wear down this log.
Removing the body will take time, you'll need to cut the branch free. You'll also need to recover the corpse of the basilisk.
As you begin working, the dryad will spend time tending to the plants moving them away from overhanging. She carries away what plants she can replanting them nearby. The one that can't be moved are harvested for their seeds, Atropa takes a few clippings on some plants nearby and places them in black satchel swung around her back.
Dryad - on what happen if asked
"My home was thick with a rot, only 2 summers ago she saw the pilgrim for the first time. Many times did I lead him away from my home. Each day they would return, new implements, new magic, each time they grew close. I sent them farther away from home. To me this was a blatant attempt to find my home. One day they stopped returning for a time. I spent so little time outside my home, I just wanted for sleep and sun.
I was woken on a moonless night to this man placing stones and using magic around my tree and, in a panic, tried to charm him to lead them away. When i emerged from my tree the young leaf whose calm face was like that of reaching for any reaction fast enough, before i had a chance to try and understand what, he rushed me. I just stood, completing my charm. He went still just looking at me, arm swaying back to his side. A bag was hurtling at me, the moment it hit there was a wave of force sweeping me off my feet. I was sent flying back into the woods, realizing I was struck. Something in that bag shattered against me sent me.
I was in awe when I saw what had happened, earth was asunder, and the young leaf was pinned to the broken trunk of a tree.
Still in a daze on why this human attacked they called out to me to run.
I saw it them, one rushing his broken body the other bleeding badly already limping away, I was able to force the other to flee." - Dryad
Atropa translates.
When all said and done and it's time to move him the dryad has disappeared into the woods in the direction of camp. Unhindered by the forest floor. Shes close only for a moment, looking back almost close enough to see facial features. With the rustling of the leaves, she filters in and out of view deeper, then gone from sight.
A young man, maybe it's too soon to call him man. He wears a tatter red robe, prayer bead wrapped around his right hand and a silver lantern at his side. The discipline shown in his gray eyes as he regains his physical form. As his chest begins beating, the blood starts flowing out, you can tell his ribs were crushed from a heavy singular blow. Almost without notice his hand reach's for his staff.
The first to move is the Dryad, placing his staff in his hand before giving him a chance to strain his body further, The second would be Atropa whose whole body is trying to turn Sakair head at his patient.
In a matter of seconds time almost stops, everyone's is in motion. How do you help?
Sometime has passed and you receive news he is awake. Sakair had already informed Valfran. Just like the first time you arrived here her focus seems natural here. Differently from before, she seems to finally be at ease, happy even.
Once dinner is made the pilgrim joins everyone outside with help of Sakair.
"I journeyed here because word had spread of the undead, rising from these woods. My search led me to a small village whose well was poisoned. I arrived too late, and I found no survivors. I traveled up the river to try and find its source, these undead weren't completely dead though, partiality alive animals, and beasts began filtering down the valleys disappearing.
When reached the next settlement, word of a pair of basilisks roaming down the mountain side, I had to reach the forest at the river's mouth and conduct what research I could before they became a problem.
I'd spent weeks in these woods, I suspect that to have been the doing of a dryad I saw. Time was lost on me, I spent too much time in these woods. When i finally found a strong enough source of magic I began laying cleansing stones along the river to hopeful purify and strengthen the lands resistance to this blight.
I felt the ground move, I was trying to avoid the things that crawled out of a mound next me, that's about the time you walked out of that tree, and it went right for you.
It seems to have given you a scare," Chuckling as he recalls "I don't think I've ever been more scared in my life, and completely fine with it. Truly your charm could have been the end of me. I stood there like a fool as an apex predator walked over to me and hammered its tail into my gut." patting his ribs, near scar tissue where a branch had also pierced him, "I was able to wound one of them but the last thing I remember was a pain in my chest and seeing you striding across the trees, after that well I can only assume I was turned to stone." - Pilgrim
Atropa translates.
"These creatures who presence alone could kill the sound of the forest. I'm glad I acted, even if it was too late. After a cycle I could hear the woods a little more again, I could feel the life coming back. I know the rules of the wild, I knew my home was poisoned and to think in my wallowing I let these beasts in unchecked. I would have met my end that day. It was me who was to be hunted, I was what drew the creature close.
Instead, I caused this, if I hadn't taken your attention." - Dryad
Atropa translates.
"So, its already healing. A lot of time has already gone by... Wha-what da... what year is it" Realizing this his throat goes dry, trying to ask.
Pilgrim has lost almost 3 years in stone, his heart drops finding this out. Panic rising in him, he takes a look around at this group.
He holds the dryad silent stare, "I'm glad your home is well Dryad" With a deep breathe, holding onto that moment of strength he begins preparing a spell (word of recall) - Pilgrim
Atropa translates.
"My name is Verium, if you find yourself here again, you are welcome, as your home. The forest will feel quite without you." - Dryad Verium
Atropa translates.
"I hope I can return..." Lost in thought for a moment; sweat dripping down his forehead. As he come close to finishing his spell. "I am Lao; it's nice to speak after all that time. Thank you again for this breath I still hold." - Lao Pilgrim
Atropa translates.
With a fluid motion of his hands, an aethereal sound of a bell rings from the space in front of Loa. Your eyes having hard time focusing on his form, like a desert mirage the view is unclear but there. As the sound of bell fades into the natural sound of the forest around you so does his form from your vision.
(DC 18 with advantage perception) Before the party leaves to head back into town. Atropa is given a seed from the dryad. Atropa places a hand atop the dryad's head, the dryad closes her eyes for a moment. Atropa and Verium walk in the tree line, towards the dryad's tree.
Background information
Sakair- Intelligent from birth, smaller than others of his species, expected to be a great warriors mount. Has no desire to be a war mount. Grew interested in alchemy began studying and creating unique potions.
Vilfran- Sakairs "rider", noble birth, middle child, keeps hippogriff riders from conscripting them into military with her family name, Families caravan.
Atropa- Rescued from a merchant who had planned to sell or use her for materials. Lost wings to merchant. Has plans to create an army to reclaim home in Fey wild. Student of Sakair in alchemy -New quests
Lao- Investigates odd magic, part of and order of "monks" who collect artifacts and try to retain balance with the natural order, (something happened to temple in the last 3 years he was turned to stone) in a rush to return -New quests.
Book- Book from the temple, does not wish to be returned.
Vilfran: As a guardian and protector of Sakair, Vilfran can serve as a source of information and guidance for the player characters. She can provide quests or tasks related to safeguarding Sakair and his alchemical pursuits. Vilfran's fond but stern nature towards Atropa can lead to comical situations, allowing for humorous interactions and light-hearted moments.
Sakair: The traveling alchemist, Sakair can offer the player characters opportunities to acquire unique alchemical items or potions. He can provide quests or challenges that involve the gathering of rare ingredients or the creation of special concoctions. Sakair's mentorship of Atropa in the art of alchemy can create a subplot where the player characters assist in their training or witness the growth of Atropa's skills.
Atropa: The wandering sprite, Atropa can add an element of magic and whimsy to the quest. Her enthusiasm for alchemy and wild magic can lead to unpredictable situations, offering opportunities for the player characters to solve magical puzzles or overcome challenges with creative solutions. Atropa's mischievous nature can also result in humorous moments or unexpected consequences during the quest.
Vilfran – (Female Human) Caravan Guard – Hippogriff Guardian
https://i.pinimg.com/originals/83/7a/24/837a24606a5cf29e572cbe11122bffc3.jpg - Valfran
Height: 5.6ft Armor Class (AC): 16 Hit Points (HP): 29 Speed: 30ft
Ability Scores:
Skills:
Proficiencies:
Languages:
Background: Vilfran, a noble-born middle child, has chosen the role of a caravan guard, specifically serving as a Hippogriff Guardian. She is dedicated to protecting a hippogriff and preventing their conscription into the military, utilizing her family name and influence. Vilfran's true bond lies with Sakair, the traveling alchemist hippogriff. Together, they journey through the lands, with Vilfran acting as Sakair's guardian, ensuring his safety and supporting his pursuits as an alchemist.
Sakair – Traveling Alchemist (Male Hippogriff)
https://www.pinterest.com/pin/793055815620133044/ - Sakair
Height: Medium Monster Type: Monstrosity Armor Class (AC): 13 Hit Points (HP): 45 Speed: 40ft, fly 60ft
Ability Scores:
Skills:
Proficiencies:
Senses:
Languages:
Background: Sakair, a smaller and more intelligent hippogriff than others of his species, defied expectations of becoming a war mount. Instead, he developed a keen interest in alchemy. Under Sakair's mentorship, Atropa, the wandering sprite, is guided in her journey to become an alchemist. Sakair shares his knowledge and experience, teaching Atropa the secrets of alchemical arts and helping her develop her skills. Together, they experiment with potions and magical concoctions, creating a unique bond as mentor and student.
Atropa – Wandering Sprite - Wild Magic Alchemist
https://imgur.com/kPmKs2u - Atropa
Height: 11 inches Armor Class (AC): 18 Hit Points (HP): 7 Speed: 10ft, fly 30ft (lost wings)
Ability Scores:
Proficiencies:
Languages:
Background: Atropa, a wandering sprite, was rescued by Vilfran from a merchant who intended to sell and use her for materials. Unfortunately, Atropa lost her wings during her captivity. Vilfran guides and mentors Atropa, providing support and protection. At the same time, Sakair takes her under his wing as a mentor, teaching her the art of alchemy. Together, they embark on adventures, with Atropa honing her alchemical skills and discovering the wonders of wild magic. The trio forms a unique and dynamic group, each playing a vital role in their shared quests.
----
Finding the Caravan:
https://www.pinterest.se/pin/616782111449105790/ - Caravan
At the outskirts of a small town, a breathtaking sight unfolds in the distance. To the west, an enigmatic figure emerges, ascending into the sky with an air of grandeur. It is a creature like no other, bearing two large black wings that sweep through the air. Light teal feathers adorn its majestic bird-like head, and a curved beak adds to its grace. Interestingly, its lower-half displays the grey roan pattern reminiscent of a horse's hindquarters.
This extraordinary creature carries a significant burden—two large, weaved baskets that strain under their weight. The baskets teeter on the verge of collapse, barely containing the secrets they hold. With unwavering determination, the creature charts a course northeast, its powerful wings propelling it forward.
As observers gaze upon this mesmerizing sight, the creature gracefully descends towards the ground, gradually vanishing within the lush canopy of the nearby trees. The spectacle leaves onlookers in awe, their minds filled with curiosity and wonder. What mysteries lie within those laden baskets? And where does this extraordinary creature venture?
Inspired by the allure of the unknown, those who witness this spectacle find themselves irresistibly drawn to follow the creature's path. They yearn to unveil the enigmas hidden within the forest, their hearts brimming with anticipation for the adventures that lie ahead.
As the party makes their way through the woods, the surrounding bug population becomes increasingly noticeable, filling the air with their incessant buzzing. The ground beneath their feet seems just as alive, teeming with small creatures and vibrant vegetation. In the distance, beyond the tree line, the crackling of wood and the scent of fire permeate the air.
With a keen perception check of 18 or higher, the party members can discern distinct sounds amidst the ambient noise. The chopping of a knife echoes through the air, accompanied by the faint presence of nearby cattle. Amidst these familiar sounds, there is an out-of-place creaking of wood, yet the knife continues its rhythmic motion undisturbed.
Suddenly, a break in the trees reveals a camp laid out before the party. Though it appears as if someone was preparing to settle down permanently, the presence of a caravan hints at a nomadic lifestyle. Drying racks, mostly empty, are scattered in clusters around the camp. A makeshift hut, constructed from large furs, is nestled close to the wagon and rests against a nearby tree. In the shade of the tree lies a beautiful velvet black horse, while its barding is placed nearby the hut. Piles of freshly cut wood are neatly stacked across the wheels of a detached pull-along cart.
Curiosity piques as the party notices an intriguing sight inside the cart—a garden containing exotic plants, some of which are unfamiliar to most. Adjacent to the camp, a livestock pen has been erected, housing large highland cattle. The soothing sound of a nearby stream adds to the peaceful ambiance.
Your attention is drawn to a blond-haired woman moving between the back of the cart and a makeshift table perched atop a tree stump. She unstraps and carries several boxes before picking up a sharp black stone, skillfully chopping an array of vegetables from the crates. With a graceful movement, she carries the chopped vegetables over to a black kettle balanced over the fire, adding them to the bubbling contents inside.
The aromatic scent of boiling vegetables fills the air, blending with the comforting smell of the crackling fire. The woman is adorned in a red leather breastplate adorned with black trims, showcasing her readiness for both protection and mobility. Her hair is pulled back and tied with a thin strip of leather, accentuating her focused demeanor. You notice a large wicker basket nearby, which she gathers from a bundle of straps next to the cart. A long, thin blade with a purple gem embedded in the hilt rests at her side, a testament to her preparedness and perhaps her skill.
A voice calls out, initially speaking in an unfamiliar language, but soon switching to common. The woman greets you warmly, her voice carrying a hint of caution. She welcomes you to the camp, acknowledging the surprise of unexpected visitors.
Day: Greetings and joy for potential customers, suspicious to have been found, her voice carrying a mix of curiosity and wariness. She acknowledges the unexpected encounter and hints at a sense of caution in her words.
Night: As the darkness settles in, Vilfran, the guardian of the camp, approaches you. She offers a welcoming gesture, inviting you to join them near the warm crackling fire. However, she remains vigilant, ready to defend the caravan if anyone ventures too close. The glint in her eyes suggests that she will not hesitate to act if she perceives a threat.
Morning or after the introduction has taken place, during the day, the party finds themselves in the presence of Sakair and Vilfran at their camp. The hippogriff, Sakair, engages in conversation with Vilfran before approaching the party.
"Guests, of course! Perfect timing! Always best to time your arrival with the hunt. I'm glad my companion was kind. Not many approach my shop in the wild," Sakair greets the party warmly.
Vilfran, on the other hand, seems annoyed that their camp has been discovered in the first place. She busies herself with tending to the oxen and preparing a table for the upcoming meal.
"I am an Alchemist," Sakair continues, "How can I ease your ailments, or would you like to see some more uncommon concoctions?"
As the party settles in, they are treated to a delicious saltwater feast prepared by Vilfran. Meanwhile, Sakair starts his day by tending to the garden, carefully nurturing the plants and setting up new shelving with earth-filled pots on a pulled-along garden cart.
The camp is filled with a sense of bustling activity as Sakair and Vilfran go about their tasks, creating an atmosphere of curiosity and anticipation. The party has the opportunity to observe and interact with the NPCs, learning more about their skills, interests, and the unique offerings they have to provide.
Quest: Gathering Rare Plants and Fertile Dirt
Vilfran and Sakair express their need for rare plants and fertile dirt, presenting it as a testing opportunity for the adventurers. The quest is to venture into the surrounding woods and gather these valuable resources. Vilfran accompanies the party, serving as a guide and scout during their exploration.
As the party delves deeper into the woods, they stumble upon a peculiar sight—a stone bird. It becomes evident that this is one of the signs of a creatures Vilfran and Sakair have been searching for. The party realizes that the caravan has been actively seeking signs of this creature, which has the power to turn its victims to stone. They become privy to the fact that Vilfran and Sakair are gathering intel to report back to the local guild, who plans to place a bounty on this dangerous creature.
The quest's main objective remains gathering rare plants and fertile dirt, but the presence of the stone bird adds an element of intrigue and urgency to the mission. The party continues to explore the woods, diligently searching for the specified plants and digging up pockets of dense fertile dirt.
Upon successful completion of the quest, the adventurers will be rewarded accordingly. For each rare plant collected, they will receive a reward of 3 gold pieces. Additionally, they will be compensated 15 gold pieces for every 5 pounds of dense fertile dirt (determined by rolling a d100 for the amount plants and rolling 2d20 pounds of dirt).
This quest not only provides a monetary reward but also serves as an opportunity for the adventurers to prove their skills, deepen their connection with Vilfran and Sakair, and uncover more about the mysterious creature lurking in the area.
Sakair's Friend and Additional Assistance:
Sakair reveals that he has a friend who possesses valuable information about the potential creature's the party is seeking. The friend could be knowledgeable about the creature's habits, weaknesses, or possible locations. Sakair can introduce his friend to who will be able to gather the necessary details.
Sakair can offer the party a Potion of Blur to aid them in their encounter with the basilisk. This potion provides a temporary protective effect that causes the user to appear blurry and harder to target. It grants them advantage on Dexterity saving throws and imposes disadvantage on attack rolls against them. The party can choose to accept this potion, which can greatly enhance their chances of success when facing the basilisk. The success of this request relies on the party's persuasive abilities, with a DC of 16 for a successful persuasion check.
Sakair's Conversation with Vilfran:
While the party engages in conversation with Sakairs friend -Atropa. Sakair and Vilfran step aside to have a private discussion. Sakair receives strict orders from Vilfran not to endanger themselves during the upcoming quest. It is clear that Vilfran is deeply concerned for Sakair's well-being and has committed to prioritizing their safety above all else.
Perception DC 20 - The Dryad in the Garden:
https://www.deviantart.com/sketcheth/art/Dryad-415091050 - Dryad
During their time in the garden, the party has the opportunity to make a Perception check with a DC of 20. If successful, they notice a subtle yet remarkable sight—an enchanting dryad gracefully blending in with the plant life. The vegetation around her seems to lean and sway towards her presence, hinting at a harmonious connection between the dryad and the garden. This encounter may present an opportunity for the party to interact with the dryad and potentially gain her assistance or gather further information about the area and its inhabitants.
These additional elements provide depth and potential avenues for the party to explore, allowing them to uncover more about the creature and interact with significant characters such as the dryad, and Atropa.
Atropa's room is a fascinating and enchanting space within the caravan. As you ascend the small ladder to the second floor, you find yourself surrounded by a maze of books, some towering as high as five feet. The walls are adorned with stacks of books, and vines intricately woven into shelving guide your path forward. In the center of the room, you notice a large barrel firmly secured to the floor, with a thick vine wrapped around it. The tip of the vine hangs over a pool of clear water, creating a serene and captivating sight.
Beyond the barrel, the books create a wider space, leaving an open area in the center. On the right side, a deep red wood tabletop holds an array of scattered books. A crate filled with velvet-like moss cradles a handful of potions, adding a touch of mystique to the surroundings. To the right of the table, you see various notes and a large silver leather-bound journal, significantly larger than the scattered sheets of paper. The juxtaposition of small and normal-sized objects in this space adds to the room's peculiar charm.
Above the desk, two nests of vines contain vibrant fungi, emitting a dim glow with rhythmic patterns. Though their coloration appears dark from a distance, their living presence is undeniable and unlike anything you've encountered before.
In the room's center, an open hatch allows a soft, green-tinted light to filter in. The wind occasionally brushes the leaves away, revealing hints of color. Directly below the hatch, you notice a ring formed in the center of the books, scraped and roughed-up edges on the floor. Books are meticulously laid out in this area, creating steps or seating of sorts. Some spaces are spacious enough for comfortable sitting, while others consist of layers upon layers of books and vines, with only enough room for a finger to brush across.
Adorning the walls are a multitude of plants, with unique-looking flowers being the most common sight. Among them, you can spot some monstrous-looking species that catch your attention. Despite their distinctiveness, these plants are carefully tended to and appear healthy in their designated spaces.
As you step forward, Sakair pokes his beak into the space and calls out, "Atropa, they've agreed to help. You were right, fishing would provide me with peace and a resolution." He lowers his voice and directs it to your group, "Mind your feet... Atropa's room is more of a village."
Through the perspective that you are not alone in this space, with a little focus, you can see some of the dwellers of Atropa's room. The tiny humanoid creatures, resembling saplings in their appearance, measure about 3 inches in height. They have slender bodies with limbs branching out like tree branches. Their beady black eyes dart around, observing your every move with a mixture of curiosity and wariness.
Among this gathering, a group of tiny warriors stands out. Equipped with miniature weapons and wearing intricate leaf armor, they position themselves strategically atop a pile of overhanging boxes. From their vantage point, they believe they have an advantageous position to launch an ambush if needed. Their eyes, though small, shine with determination and readiness.
The atmosphere in Atropa's room becomes charged with tension as these tiny warriors, with their beady black eyes and humanoid-plant like appearances, set up their ambush above you. They communicate through a series of chirps and clicks, organizing themselves and preparing for a potential threat. Their belief in their advantage adds an extra layer of intensity to the room, as if they are ready to defend their territory at a moment's notice.
Suddenly, one of the warriors leaps off a book behind your group with a resounding warcry. However, just as it starts to fall, a shifting of books and an incantation can be heard behind you. The warrior's descent slows, almost to a halt, and frustration becomes evident as it struggles against an unseen spell.
Behind the shifted books stands a red-haired sprite, a tiny humanoid about three times larger than the saplings. She wears a green vest, possibly once a shirt, with sleeves still wrapped around her arms. A bright pearl adorns her neck, but its initial brightness fades to a dull pink.
"Sakair! Bonz does not like it when you ignore his station," Atropa speaks up, addressing Sakair. "He protects the garden at night and has asked you to at least let him meet them before you permit others into Gaia."
Bonz, the frog with the golden flower crown, leads out his mount—a silver-furred mouse—to join the gathering of saplings hiding behind Atropa. Climbing the steeply arranged books that Atropa had shifted, Bonz maneuvers up to Atropa before being picked up and placed atop their head.
"There, there, Bonz," Atropa soothes.
Sakair responds with irritation, "I will not indulge that freeloader. He's here for the free food. You and that Colosseum have gone to your villager's heads, thinking you can name my shop."
The tension in the room hangs in the air as the different perspectives clash.
"The Gruu wished for it, so it was built," Atropa began, her voice carrying a sense of profound meaning. The weight of their desires and aspirations were etched into the very fabric of their existence. She looked at Sakair, understanding the concern he expressed. Bonz, the loyal frog adorned with a golden flower crown, stood by Atropa's side, his gaze fixed on Sakair with a hint of defiance.
Sakair, realizing the potential consequences of a battle, pushes aside the angry Gruu warrior who is free falling, sending him floating off. Defeated. Recognizing the need for caution. "I'm sure a great battle will not go over well with our guests," he signed, his eyes reflecting a tinge of regret. "Nor do I think Valfran would appreciate cleaning your room again." His words held a hint of resignation, acknowledging the past challenges that had arisen from hasty actions. Bonz's loyalty to Atropa remained unwavering, and it was evident that their bond transcended the rift between him and Sakair.
Sakair retorts with a hint of annoyance at Bonz's expressions. He glances at the mounted frog and continues, "And as for you, Bonz, I didn't expect guests. They caught me by surprise as well. But they have agreed to help us, so we should extend them our gratitude."
Bonz lets out a disgruntled croak and crosses his arms, his golden flower crown tilting slightly. Atropa, unfazed by the tension between the two, turns her attention back to your group.
"I apologize for the commotion. Bonz here is our resident guardian and protector of the garden," Atropa explains. "He takes his duties very seriously, but he can be a bit territorial. Rest assured, he means no harm."
“Your people need guidance in wisdom, and you need more in history.” Sakair sighs.
Sakair's concerns echoed through the air, emphasizing the importance of wisdom for Atropa's people and historical knowledge for herself. Atropa, with a flicker of urgency in her eyes, hurriedly cleared the pathway through the books, gesturing for your group to gather closer. Bonz, ever watchful, maintained his protective stance by Atropa's side, a symbol of unwavering loyalty and trust.
Atropa's eyes sparkled with a blend of determination and concern. "A basilisk's presence poses a significant threat to the forest. It must be dealt with swiftly and carefully." Her words resonated with a sense of responsibility and an unyielding commitment.
Bonz, ever the loyal companion, croaked in agreement, his golden crown gleaming in the light. The weight of their shared purpose hung in the air, as the journey to confront the basilisk loomed ahead, demanding courage, knowledge, and unwavering unity.
Atropa's determination to complete the quest burned bright within her, her fiery spirit driving her forward. She revealed her interest in slaying the basilisk, a testament to her bravery and resolve. A hint slipped from her lips, mentioning that a dryad had requested this quest, adding an air of mystery and intrigue to the situation. However, beneath her steadfast determination, a flicker of concern danced in her eyes.
"I beg of you not only to slay the beast but to save a pilgrim." The weight of her plea hung in the air, underscoring the gravity of the situation.
Curiosity sparked within you, and you couldn't help but question how such a dire predicament could be resolved. Atropa, however, had no definitive answer. Instead, she placed her faith in Sakair, trusting in his abilities and the possibilities that lay before them. Her eyes glimmered with the wisdom of countless experiences, having witnessed the miraculous outcomes of various ailments and magical effects.
"There is a world of possibilities," she assured, her voice filled with conviction. "Sicknesses have been cured, magical effects reversed, and even black water made clear through the use of potions and remedies." Her belief in Sakair's capabilities and the potential to find a solution within the basilisk's body radiated from her.
The weight of the task ahead settled upon the group as they absorbed Atropa's words and the gifts she bestowed. The fate of the pilgrim and the eradication of the basilisk were inextricably intertwined, urging them forward on their perilous journey. With their resolve fortified and the mysterious potions in their possession, the party prepared to face the basilisk and fulfill Atropa's fervent plea.
As the group gathered around Atropa, her small frame seemed almost engulfed by the massive book. She delicately turned the ancient pages, her eyes scanning the intricate illustrations and detailed descriptions of the basilisk.
"The basilisk," she began, her voice filled with a mix of reverence and caution, "is a fearsome creature with the body of a large lizard. Its scales glisten with an otherworldly iridescence, shifting from deep emerald to hues of fiery red. It possesses a long, sinuous body, adorned with razor-sharp spines along its back."
Her finger traced the intricate drawings, highlighting the creature's defining features. "Its eyes, oh, its eyes," she whispered, her voice filled with a hint of trepidation. "They hold the power of doom. One direct gaze from those piercing orbs, and even the mightiest of warriors would be turned to solid stone."
Atropa's brows furrowed as she continued, her voice laced with concern. "The basilisk's venom is equally deadly. Its fangs secrete a potent toxin that can bring agonizing pain and paralysis to its unfortunate victims. Even a slight scratch from its claws can be lethal."
She flipped to another page, revealing a diagram of a basilisk's lair. "Basilisks are creatures of solitude, dwelling in the darkest corners of the land. They seek refuge in hidden underground caverns, where they lay in wait for unsuspecting prey to cross their path."
Her voice took on a determined tone as she looked up at the party. "But fear not, for knowledge is our greatest weapon. With understanding comes the ability to devise a strategy to outsmart and overcome this formidable creature."
Atropa closed the book with a gentle thud, her eyes shining with determination. "Guests, your journey to confront the basilisk is not only a matter of slaying the beast but also of saving this pilgrim. He has been turned to stone by the basilisk's deadly gaze. A request of a Dryad is of a serious matter."
She turned her gaze towards Sakair, who is standing at the base of the ladder, his beak inclined in attention. "You possess the knowledge and abilities to extract the necessary elements from the basilisk's body and create a potent antidote that can reverse the petrification and restore the pilgrim to life."
Atropa's voice grew urgent as she continued, her eyes filled with both desperation and hope. "My task, on the other hand, is to delve deeper into the anatomy and behavior of the basilisk. By studying its physiology and understanding its weaknesses, I will be able to assist you, Sakair, in the creation of the antidote. Together, we will ensure the success of this mission."
She reached into a crate at her side and produced a vial filled with a shimmering liquid. "As a token of my trust and support, I offer you a Potion of Invisibility. It may aid you in navigating the basilisk's lair undetected, giving you a precious advantage."
Atropa's gaze swept over the party, her voice filled with a mix of hope and urgency. "Go forth with courage, wield your knowledge, and may the spirits guide your path. Recover the petrified pilgrim, secure the basilisk's body, and together, through your combined efforts, we will bring balance back to our realm."
With that, Atropa and Sakair devoted themselves to their respective tasks, united in their determination to overcome the basilisk's threat and restore the pilgrim to his original form. The weight of the mission lay upon your shoulders, they were fueled by a shared purpose and the unwavering belief that their knowledge and skills would lead them to victory.
As the party sets out on the quest, Vilfran decides to stay back but remains conflicted, wanting to help but choosing to uphold her morals. She watches the party from afar, ready to intervene if necessary.
Atropa delves deeper into her research on basilisk anatomy, hoping to provide valuable information to assist Sakair in the creation of the antidote.
Sakair takes to the skies to aid the party in their search for the beast. He refrains from engaging the basilisk directly but will be vigilant in rescuing any petrified party members and bringing them to safety.
The party finds themselves in an area abundant with untouched earth, indicating a powerful force of life. The ecosystem here has thrived, with plants growing wildly and signs of past animal activity, such as abandoned nests, collapsed burrows, and claw marks on trees. However, it becomes evident that the wildlife has given this rocky outcrop a wide berth, suggesting a sense of danger and unease.
With this information in mind, the party must now decide which direction to head, considering areas such as potential dens, water sources, or hunting grounds where the basilisk might be found. Their choice will determine the nature of the upcoming fight and the challenges they will face.
https://www.pinterest.com/pin/316870523762283537/ - Setting
Hunting Grounds (Perception: 18) As you explore the hunting grounds, you come across a weathered and damaged bookbag. Inside, you find various items including an empty broken vial, ink, a pen, loose paper, a well-drawn map, spell components, two rings, and two books. One of the books is filled with rituals, while the other remains closed and inaccessible. Additionally, you notice an abundance of plants in the area, which could be useful for Sakair's purposes. However, collecting them now would leave Vilfran vulnerable to engaging with the basilisk alone.
Hidden Among Vines (Perception: 15) In a dense cluster of vines hanging from a large tree, you discover an uncanny statue of a robed man. His expression is solemn, lost in thought. What surprises you is the chest, pierced by a jagged branch and stained red. The statue appears to be pinned to a fallen tree. Next to the statue, an odd staff with a silver-like color rests firmly in the ground, gleaming iridescently in the sunlight. The surrounding plant life has intertwined with both the staff and the statue, as if nature itself is claiming them. It's a hidden and intriguing find.
https://i.pinimg.com/originals/7f/09/24/7f09249a23e976a627a2a7e46a19db12.jpg - Pilgrim
Abundance of Statues (Perception: 10) You come across a multitude of old statues, most of them in tattered stone form. Some statues depict figures poised for battle, while others show signs of panic or are fallen in a disarrayed running formation. Frozen birds with broken wings litter the area, and upon closer inspection, you notice tiny delicate figurines of ants carrying dried leaf stems. It's a scene of petrified chaos, and the statues evoke a sense of unease and despair.
Owlbear Statue (Perception: 2) Your gaze falls upon a horrifying sight—a massive owlbear turned to stone. The statue stands upright, its body poised for an imminent charge, and its eyes radiating fury. It sends shivers down your spine, and you can't help but feel a sense of impending doom. It feels as if the owlbear could come to life at any moment, shattering any hope of escaping the woods. Suddenly, from atop the owlbear, a low rumble fills the air, gradually transforming into a hiss. The crackling of stone can be heard as a shadow looms over you, and you realize that your true quarry, the basilisk, is sunbathing on the back of this terrifying creature. (Make a DC 12 Constitution saving throw) The basilisk launches a surprise attack on the party, and the situation becomes critical, requiring quick reflexes and decision-making.
Encounter with the Mimic:
As you cautiously reach for the second book in the bag, you find yourself perplexed by its resistance to opening. No matter how you try, the book seems to evade your attempts, its pages refusing to turn and its binding shifting in defiance. Suddenly, before your eyes, the book transforms into a living creature, revealing itself to be an intelligent Mimic.
The Mimic, hungry but not starving, gazes at you with its beady eyes, its form resembling a distorted amalgamation of book and beast. It pleads for its life, sensing your intelligence and recognizing that you pose a greater threat to its existence. It offers a desperate plea, promising to provide its services in exchange for mercy.
In a panicked voice, the Mimic explains that it can grant you a contract, allowing you to learn a cantrip of your choice. Once a day, for a duration of 10 minutes, you can tap into its magical essence and cast resistance to any one element, providing you with additional protection against that element for a full hour. The Mimic emphasizes its neutral alignment towards sentient beings, claiming that it poses no harm and merely wishes to survive.
As you engage in conversation, the Mimic reveals its ability to speak multiple languages, including Common, Celestial, Draconic, and Demonic. It showcases its intelligence with a cunning display of knowledge, revealing that it knows all cantrips and possesses limited spellcasting capabilities. It can cast spells such as shield, silence, and reduce once a day, displaying its versatility and potential usefulness in your quest.
Bringing up the basilisk in the area, the Mimic acknowledges its previous contract with the Pilgrim, who fell victim to the beast's attack. With a persuasive tone, the Mimic can be convinced (DC 15 persuasion check) to cast poison resistance on you, offering a layer of protection against the basilisk's venomous assault. It assures you that it has no desire to return to the temple from which it originated, and instead, it seeks to find a place where it can exist freely.
The Mimic's form reflects its chaotic nature, shifting and morphing in subtle ways, making it resistant to non-magical attacks. Additionally, it possesses a certain resilience against mental magic, making it a formidable ally in combat.
As you contemplate the Mimic's offer, the choice presents itself: grant it mercy and allow it to continue its existence, forging a unique bond with a shape-shifting entity, or reject its plea and face it as an adversary. The Mimic's fate, and its potential to aid you on your quest, lies in your hands.
Water source Perception:
18- As you approach the water source, your gaze is immediately drawn to a towering statue of an owlbear. Its massive form stands upright, frozen in a menacing pose, its eyes filled with unbridled fury. The sight of this petrified creature sends shivers down your spine, as if it could spring to life at any moment and unleash its wrath upon you. The surrounding area shows signs of recent disturbance, with flattened grass and vegetation, hinting at the presence of a large reptilian creature that may have passed through. Just beyond the statue, you notice the gentle flow of running water, and an intuitive sense tells you that something else lurks nearby. A feeling of impending danger hangs in the air, and you brace yourself for what lies ahead. (Surprise round on the basilisk with DC 14 Stealth check)
13- Following the tracks leading to the hunting grounds, you believe you have the opportunity to set up an ambush for the creature. The tracks are relatively fresh, indicating that the basilisk may have passed through here recently. With careful navigation and coordination, you could position yourselves strategically and gain the upper hand in the impending encounter.
5- Despite searching diligently, you have yet to find any signs of the basilisk in the vicinity of the water source. It appears that the creature has eluded your detection for now, leaving you uncertain of its current whereabouts.
As you weigh your options and consider the best course of action, the fate of your quest and the lives of those affected by the basilisk's presence hang in the balance.
Den Perception:
18- As you carefully observe your surroundings, your attention is drawn to a pair of fawns gracefully wandering through the woods. You take a moment to appreciate their presence, but your serene observation is abruptly interrupted by a cacophony of breaking branches and rustling leaves. With a sense of dread, you witness the fawn being violently attacked by a large lizard-like creature. Its movements are swift and merciless, thrashing the helpless animal with its powerful jaws. The cries of the fawn are abruptly silenced, and the basilisk swings its head around with such force that you can almost feel the displaced air from where you stand. The grim reality of the basilisk's presence sinks in, as you realize the devastation it can unleash.
15- Amidst your exploration, you come across a den that aligns with Atropa's description of the basilisk's habits. The den exhibits signs of recent activity, suggesting that this may be the lair of the creature you seek. The atmosphere grows tense, as you consider the imminent confrontation that awaits you within these darkened confines.
7- Amongst the rocky outcrop, you discover a multitude of old statues, remnants of unfortunate souls who have fallen victim to the basilisk's petrifying gaze. The statues depict various scenes of panic and chaos, frozen in time. Some are poised for battle, while others display the futile attempts of fleeing in an unstable and desperate manner. The sight serves as a grim reminder of the danger that lurks within these woods, reinforcing the urgency of your quest.
1- A sudden commotion breaks the silence, as distant shouting echoes through the moss-covered rocky outcrop ahead. The voice belongs to Valfran, who utters a panicked plea for Sakair to run. The words hang in the air before abruptly falling silent. A wave of dread washes over you as you realize that Valfran, one of your companions, has succumbed to the basilisk's petrifying gaze. The threat is now even more tangible, and the need to succeed in your mission intensifies.
With each new discovery and encounter, the magnitude of the challenge ahead becomes clearer. The basilisk's reign of terror must be brought to an end, and the fate of Valfran and the countless lives at stake rests in your hands.
Scenario 1: Battle with the Female Basilisk
https://i.pinimg.com/736x/29/f5/38/29f53836d6393166ff849e240bfd3cac.jpg -Basilisk
As the party cautiously approaches the watering source, they spot the massive owlbear statue nearby. It stands in an upward position, ready to charge, its fury evident in its eyes. Sensing movement, the party's attention is drawn to the running water, where a sunbathing female basilisk lies unaware of their presence.
Seizing the opportunity, the party initiates a surprise attack on the basilisk, aiming to take it down before it can react. With a coordinated assault, they unleash their weapons and spells, focusing their efforts on the vulnerable creature. The female basilisk, caught off guard, retaliates with ferocity, using its deadly gaze and biting attacks to defend itself.
The battle is intense, with the party maneuvering to avoid the basilisk's petrifying gaze. They unleash a barrage of attacks, exploiting the creature's vulnerabilities. Despite the basilisk's attempts to defend itself, it succumbs to the party's relentless assault. With a final strike, the female basilisk collapses, defeated.
Scenario 2: Pursuing the Escaped Female Basilisk
After the intense battle with the female basilisk, the wounded creature manages to escape into the depths of the forest, seeking refuge in its den. Determined not to let it recover and potentially join forces with the male basilisk, the party follows its trail through the dense undergrowth.
Tracking the wounded basilisk becomes increasingly challenging as they navigate through the treacherous terrain. The party faces numerous obstacles, including thick foliage, rocky outcrops, and the ever-present risk of encountering other dangerous creatures lurking in the woods. They must remain vigilant, using their survival skills and instincts to stay on the basilisk's trail.
The chase continues, with the party tirelessly pursuing the injured basilisk. The creature's movements become increasingly erratic as it tries to shake off its pursuers. Finally, the party reaches the entrance of the basilisk's den, a foreboding opening amidst a rocky outcrop. They prepare themselves for a potentially dangerous encounter.
Scenario 3: Battle with Two Wounded Basilisks at the Den
As the party enters the basilisk's den, they are met with a chilling sight. The wounded female basilisk lies in a corner, its body battered and breathing shallow. However, their presence has also alerted the male basilisk, who arrives at the den to defend its territory and injured mate.
The party finds themselves facing two wounded basilisks within the confined space of the den. The female basilisk, weakened but still dangerous, launches attacks from her resting spot, while the male basilisk fights with a mixture of aggression and concern for its mate. The limited space makes maneuvering difficult, adding an extra challenge to the encounter.
The party must carefully strategize their positioning, using cover and obstacles to their advantage. They must be mindful of the basilisks' deadly attacks, including the petrifying gaze of the male basilisk. The wounded female basilisk may prioritize defending itself and its mate, while the male basilisk fights with increased ferocity.
As the battle progresses, the party lands decisive blows on the wounded basilisks. The female basilisk eventually succumbs to its injuries and collapses, leaving the male basilisk in a state of frenzied rage. The party must summon all their strength and resourcefulness to overcome the male basilisk's relentless assault.
Through their determination and teamwork, the party deals a final blow to the male basilisk. The den is filled with silence, broken only by the victorious party's heavy breathing. They stand amidst the defeated basilisks, bruised and battered but filled with a sense of triumph and accomplishment.
Scenario: Solo Battle with the Male Basilisk (Female Basilisk Defeated)
After a grueling battle, the party successfully defeats the female basilisk, bringing an end to its reign of terror. However, their victory is short-lived as they realize that the male basilisk still lurks in the den, wounded but ready to defend its territory.
Recognizing the need to face the male basilisk in a solo encounter, the party braces themselves for the imminent battle. With the female basilisk lying lifeless on the den floor, they shift their focus to the wounded male creature, determined to put an end to its threat once and for all.
As the party approaches the male basilisk, they notice the creature's blind eyes and its scarred body, evidence of its previous battles. The male basilisk, sensing their presence, emits a low, guttural growl, poised to defend itself against any further intruders.
In this solo fight, the party must utilize their skills and abilities to overcome the male basilisk's remaining strength. They exploit its blindness to their advantage, maneuvering strategically to avoid its attacks while launching precise strikes against its weakened body.
The den provides a confined and treacherous battlefield, with remnants of the previous battle littering the area. The party must navigate carefully, avoiding the fallen debris and the remnants of the female basilisk's attacks.
The wounded male basilisk fights fiercely, its remaining senses heightened in compensation for its loss of sight. It lashes out with powerful strikes, its tail thrashing and its jaws snapping in an attempt to incapacitate its foes. The party must remain agile and vigilant, evading the basilisk's attacks while looking for opportunities to strike back.
As the battle rages on, the male basilisk's energy wanes, and its movements grow increasingly sluggish. The party capitalizes on its weakened state, pressing their advantage and delivering devastating blows.
Finally, with a final, well-placed attack, the male basilisk collapses to the ground, defeated. The den falls silent once more, the threat of the basilisks eliminated. The party stands victorious, their resilience and determination having overcome the formidable creature.
Note: The details and outcome of each scenario are subject to the decisions made by the players and the roll of dice during the gameplay. The provided descriptions offer a framework for the encounters, but the actual events may vary based on the actions and choices of the players.
As the party explores the aftermath of the battle, they notice two young children lying peacefully side by side, their faces serene despite the tragedy that befell them. Each child holds a small token in their hand—a tiny, intricately carved wooden animal figurine. One child clutches a delicate wooden fox, while the other holds a miniature owl. The party decides to carefully retrieve these tokens, symbols of innocence lost, with the intention of returning them to their grieving families.
Amidst the fallen warriors, the party comes across the petrified forms of brave fighters who met their fate in the relentless struggle against the basilisks. One warrior stands frozen in a defiant pose, his sword raised high, a testament to his unwavering courage in the face of danger. Another warrior is captured in a defensive stance, shield raised, embodying steadfast protection in the midst of chaos. Their petrified forms serve as lasting memorials to their unwavering spirit and sacrifice.
Deep within the basilisk nest, amidst the eerie silence, a cluster of pulsating eggs catches the party's attention. Each egg glows softly, adorned with mesmerizing patterns that seem to shift and dance. They realize the immense value and potential of these basilisk eggs, for they hold potent magical properties within. With great care, they gather the eggs, aware of their rarity and the myriad purposes they can serve. These precious artifacts become a tangible connection to the ancient creatures and a source of intrigue for the party's future endeavors.
Among the spoils of their hard-won victory, the party discovers several items that serve as poignant reminders of the fallen children. One of the children, a young girl with a love for nature, clutched a worn leather journal filled with pressed flowers and sketches of woodland creatures. It is a testament to her curiosity and enchantment with the world around her. The party carefully tucks the journal away, knowing that it holds cherished memories that can bring solace to her grieving family.
Amongst the fallen statues and the debris strewn across the den, the party's keen eyes catch sight of a hidden compartment concealed within the crumbling stone. With a careful touch and a discerning eye, they manage to unlock the compartment, revealing a prized possession: a +1 weapon. The weapon gleams with an otherworldly aura, its finely crafted hilt and blade reflecting the remnants of sunlight that seep through the crevices. It is a testament to the skill of its previous owner, now forever petrified in stone. The party gratefully claims this weapon, recognizing its power to turn the tides of future battles.
Delving deeper into the scrolls left behind, the party uncovers a trio of magical secrets. The first scroll holds the knowledge of fireball, a spell capable of conjuring a sphere of destructive flames that engulfs everything in its path. The second scroll unveils the art of invisibility, granting the user the ability to vanish from sight and move undetected through the shadows. The third scroll reveals the intricacies of dimension door, a spell that enables instantaneous transportation across vast distances. Each scroll is a testament to the formidable magic wielded by the fallen adventurers, now forever silenced by the basilisks' deadly gaze. The party accepts these scrolls with reverence, knowing that they hold the power to shape the outcome of future encounters and serve as a legacy of the fallen's arcane prowess.
As the party surveys the spoils of their victory, a sense of somber reflection washes over them. The weight of sorrow and loss hangs heavy in the air, their hearts burdened by the knowledge that these treasures come at the cost of innocent lives. The coins serve as a stark reminder of the lives extinguished, the +1 weapon a bittersweet relic of a fallen warrior's prowess, and the scrolls a testament to the untapped potential that now lies dormant. They understand that their journey carries with it not only the weight of their own quests but also the responsibility to honor the fallen by seeking justice and closure for the families left behind.
With their hands now full of precious artifacts, mementos, and eggs, the party stands united in their purpose. They feel the weight of the fallen children and the responsibility to bring closure to their families. Their quest becomes twofold—to return the lost belongings, the teddy bear, and other trinkets to their rightful owners, offering a glimmer of solace amidst the grief, and to find the missing children, bringing them back to their loved ones or uncovering the truth of their fate.
As they prepare to depart from the den, their minds and hearts heavy with the weight of their new mission, the party knows that they carry not only the spoils of victory but also the hopes and dreams of those who have suffered. Their journey takes on new significance as they navigate through the path of darkness, seeking justice, healing, and closure for the fallen.
As Atropa leads the dryad through the lush forest, a mischievous glint in her eyes, she notices the irate owl perched on a nearby branch. An audacious idea takes hold of her, and without hesitation, she jumps onto the owl's back, determined to claim her unconventional mode of transportation.
The owl is taken aback by Atropa's boldness, letting out an indignant hoot as its feathers ruffle with a touch of arrogance. It tries to shake her off, its eyes reflecting a mix of annoyance and surprise.
Undeterred by the owl's attempts to dislodge her, Atropa flashes a sly grin. "Ah, my feathered adversary, it seems you're not too keen on sharing your lofty domain. But fear not, for I am not one to shy away from a challenge."
Vilfran, wearing a mischievous smile, watches the spectacle unfold. "Oh, Atropa, always defying conventions. You truly are a wild spirit, forging your own path even in the skies."
Atropa's hold on the owl tightens, her expression a combination of determination and amusement. "You may have the wings, my dear owl, but I possess an unwavering will and a penchant for defying expectations. Together, we can create a spectacle that will be remembered for ages."
Gradually, the tension between Atropa and the owl subsides as they engage in their spirited banter. Recognizing the futility of resisting Atropa's determination, the owl lands on a nearby branch with a theatrical thud, its feathers slightly ruffled. With an air of surrender, it simply flops over onto its face, choosing to remain motionless, as if conceding defeat.
A mischievous glint dances in Atropa's eyes as she smirks at the owl's act of surrender. "Well, it seems you've decided to take a rest, Mr. Prized Plumage. Can't handle the thrill of having a daring rogue on your back, can you?"
Vilfran chuckles softly, shaking her head in amusement. "Oh, Atropa, you possess the extraordinary ability to bend even the proudest creatures to your will. It's a testament to your charm and wit."
With a playful nudge from her boot, Atropa nudges the reclining owl, a smirk playing on her lips. "You see, Mr. Feathers, even in your moment of surrender, you still serve a purpose. A convenient perch for a rogue like me."
The owl, still lying on the branch, emits a resigned hoot, seemingly acknowledging Atropa's victory. It gazes at her with a mixture of resignation and reluctant admiration, silently conveying, "You've outmatched me, but I'll maintain my dignity from down here."
Valfran and I prepare ourselves for the daunting task of dissecting the basilisk, knowing that this meticulous process is crucial for unlocking its secrets and harnessing its potential. We gather the necessary tools and supplies, ensuring that we have everything we need to proceed.
As we make our way to the cart where the basilisk lies, Sakair joins us, carrying a set of glass vials and various papers. The clinking of glass and the shuffling of papers fill the air as he organizes his equipment, preparing to take samples from the basilisk's body.
Meanwhile, Atropa, ever vigilant and attentive to the well-being of the group, takes a moment to perform a thorough check on each of us. Her keen perception, honed through years of experience, allows her to assess our physical and mental states with exceptional precision. With a perception check at advantage, she scans for any signs of distress or injuries, ensuring that we are in the best condition to undertake this task. During her assessment, she comes across a peculiar book, hidden among your belongings. Curiosity piqued, she quickly gathers her notes, silently resolving to investigate its contents later. For now, she focuses on the immediate task at hand, assisting Valfran and me as we navigate the intricate anatomy of the basilisk.
Sakair emerges periodically from the cart, his hands stained with the basilisk's blood and his face a mix of focus and determination. He carefully collects samples, ensuring that he captures the essence and properties that will contribute to our quest of reversing petrification. The vials he carries serve as vessels of potential, each holding a glimpse into the basilisk's unique properties.
As the dissection progresses, Valfran and I work in tandem, meticulously exploring the inner workings of the beast. Atropa's assistance proves invaluable, as she shares her knowledge and insights, guiding our hands with precision and providing us with essential notes on the basilisk's anatomy.
Throughout the process, Sakair continues his work, extracting various substances and noting their properties. The scent of herbs and alchemical concoctions fills the air, mingling with the metallic tang of blood. The task is arduous, but our determination remains unyielding, knowing that our efforts may hold the key to saving lives and finding a solution to petrification.
Together, we navigate the labyrinth of the basilisk's body, uncovering its secrets, and gathering the necessary components for our potions. Valfran skillfully dissects the organs, extracting venom sacs and other vital materials, while I meticulously document our findings, noting the intricate details that could aid us in our future endeavors.
As the day progresses, our understanding of the basilisk deepens. Sakair's expertise in alchemy and Atropa's keen observations prove invaluable, allowing us to collect a wealth of samples and information. We know that these discoveries will serve as the foundation for our experiments and the creation of the potions needed to reverse petrification.
With each passing hour, our resolve grows stronger. The weight of the fallen rest upon our shoulders. We remain focused, driven by the knowledge that our efforts hold the potential to restore life.
In the midst of the dissection, occasional breaks are taken to rest and regain our strength. Sakair uses these intervals to analyze the collected samples, refining his understanding of the basilisk's properties and extracting every ounce of knowledge from our endeavor.
As the sun begins to set, casting long shadows over the battlefield, our dissection nears its completion. We have gathered a wealth of materials and knowledge, laying the groundwork for our next steps. Valfran and I carefully clean our instruments, preparing them for the journey ahead. Atropa secures her notes, ensuring that nothing is left behind, while Sakair stores the samples and vials, ready to be transported to a safer location.
With the dissection concluded, our focus shifts to the eggs. Understanding their potential in reversing petrification, we handle them with utmost care. One egg, deemed suitable for testing, will be used to explore the creation of the potion. The other eggs, due to their less-than-ideal condition, will be sold, providing us with additional resources to support our mission.
Sakair, his hands now free from the task of sampling, joins us in handling the eggs. With delicate precision, we wrap them in protective padding, ensuring their safety during transport. We know that these eggs hold the key to unlocking the power of reversal, and their preservation is of utmost importance.
As we make our final preparations, the weight of responsibility and the magnitude of our undertaking hang in the air. The journey ahead is filled with challenges, uncertainties, and the ever-present danger that accompanies the pursuit of knowledge and redemption. But we stand united, fueled by determination, compassion, and the shared belief that our efforts will bring light to those shrouded in darkness.
With our tasks completed, we leave the den behind, carrying with us the remnants of the fallen basilisk, the knowledge we have gleaned, and the hope of a brighter future. The journey continues, and the next steps await us on the path of discovery and restoration.
Valfran and I begin the delicate process of dissecting the basilisk, aiming to extract its valuable components and unlock its potential. As we work, we face the challenge of extracting the basilisk's poison and obtaining the necessary materials to create the cure for petrification.
Valfran's dexterity comes into play as he carefully handles the basilisk's venomous sacs. With a dexterity check, we determine the success of his efforts:
If the result is 1-5, no poison is obtained, but we manage to salvage one cure for petrification.
If the result is 6-10, Valfran successfully extracts three vials of basilisk poison and one cure for petrification.
If the result is 11-15, Valfran skillfully obtains three vials of basilisk poison and two cures for petrification.
If the result is 16-19, Valfran's expertise shines as he manages to extract six vials of basilisk poison and two cures for petrification.
If the result is a natural 20, an exceptional stroke of luck rewards us with the discovery of an ocular nerve, a crucial component for creating a potent petrifaction poison. However, utilizing this component requires an Intelligence check with a DC of 14. Failure results in a save against petrifaction with a DC of 12 and a Constitution save. If unsuccessful, one out of the two potential doses is lost.
These rolls and checks determine our success in obtaining the necessary components for our mission. We proceed with caution, understanding the significance of each success and the potential consequences of failure.
The party gathers around the petrified pilgrim, their eyes fixed on his frozen form. Atropa, visibly anxious but determined, prepares herself for the task of moving him. As the dryad approaches, gracefully striding through the trees, she positions herself near the fallen log to lend her assistance.
In the quiet moment before the work begins, you take notice of the grooves in the wood of the log. They appear evenly smoothed out, evidence of the dryad's frequent presence and the care she has taken in this place. It becomes evident that this log has served as a sacred site, a spot where the dryad has spent significant time, perhaps even communing with the pilgrim.
With the task at hand, the party understands that freeing the pilgrim's body will require some time and effort. It will involve cutting away the branch to which he is bound, carefully ensuring that no harm comes to his petrified form. Additionally, recovering the corpse of the basilisk, a necessary component for the reversal of the petrification, is also on the agenda.
As the party begins their work, the dryad devotes her attention to tending to the surrounding plants. She gently moves them away from any overhanging branches or areas that may impede their progress. With a delicate touch, she carefully uproots those plants that can be replanted nearby, preserving their connection to this sacred place. The plants that cannot be moved are harvested for their seeds, ensuring their continued growth and propagation. Atropa, ever observant and resourceful, takes a few clippings from some nearby plants and places them in a black satchel slung around her back, a reminder of the richness and potential of the natural world.
Together, the party and the dryad work in harmony, their collective efforts aimed at freeing the petrified pilgrim and recovering the basilisk's remains. The air is filled with a sense of purpose and determination as they meticulously carry out their tasks, each movement imbued with care and reverence for the life that hangs in the balance.
The dryad's voice trembles with a mix of sorrow and frustration as she recounts the events that led to the fateful encounter with the pilgrim. Atropa listens attentively, her expression reflecting a deep understanding of the dryad's emotions. She takes a moment to internalize the story before translating it for the rest of the party.
"The dryad's home was plagued by a deep rot," Atropa begins, her voice carrying the weight of the dryad's pain. "Two summers ago, she first encountered the pilgrim, and she tried tirelessly to lead him away from her sanctuary. Despite her efforts, he persistently returned, armed with new tools and magic, inching closer to her sacred abode. She struggled to keep him at a distance, viewing his visits as a direct threat to her cherished dwelling. However, there came a time when the pilgrim's visits abruptly ceased, granting the dryad a brief respite to enjoy the tranquility of her home, seeking solace in the warmth of the sun's rays."
As Atropa continues the translation, a somber tone fills the air. "But one moonless night, the dryad's peaceful slumber was shattered by the sight of the pilgrim performing mystic rituals and placing stones around her tree. Filled with panic, she tried to use her charm to compel him to abandon his intentions. However, before she could fully comprehend the situation, the pilgrim, with a determined yet calm expression, rushed towards her, catching her off guard."
A sense of sadness and confusion colors the dryad's voice as Atropa relays the next part of the story. "The dryad stood her ground, completing her charm, and in an instant, the pilgrim froze, his arm dropping limply to his side. It was then that a bag was hurled at her, unleashing a powerful wave of force that sent her flying into the depths of the surrounding woods. As she struggled to regain her bearings, she realized she had been struck by something within that bag. The very earth trembled and fractured, and in her dazed state, she witnessed the young leaf, the pilgrim, impaled upon the shattered trunk of a tree."
Atropa's translation carries the weight of the dryad's remorse. "Still bewildered by this sudden turn of events, the dryad beheld the creatures before her. One of them, wounded and bleeding, retreated, while the other charged relentlessly towards the injured pilgrim. It was in that critical moment, nearly too late, that she summoned her powers and frightened the creature away, saving the man from further harm."
The room is enveloped in a heavy silence as the party absorbs the tale, the emotions and complexities of the dryad's story resonating deeply within them.
As the time comes to move the statue, the party realizes that the dryad has vanished into the depths of the woods, heading in the direction of their camp. Unencumbered by the forest floor, she moves swiftly, her presence fleeting yet palpable. For a brief moment, the party catches sight of her, a glimpse of her ethereal form, her gaze seemingly fixed upon them. The rustling of leaves accompanies her as she weaves in and out of view, venturing deeper into the woods, until finally, she disappears from sight.
Her departure leaves a sense of mystery and longing in the air, as if her fleeting presence was a gentle reminder of the profound connection between the natural world and the party's mission. The party stands in awe, contemplating the brief encounter with the enigmatic dryad, wondering what secrets and wisdom lie within the depths of the forest, waiting to be discovered.
As the young man, still in the early stages of adulthood, materializes before the party, his appearance captures their attention. Clad in a worn and tattered red robe, he bears the marks of his journey. Prayer beads tightly wrapped around his right hand symbolize his devotion, while a silver lantern hangs at his side, its glow casting a soft light in the surrounding darkness. His gray eyes reflect a disciplined resolve as he regains his physical form, his body slowly taking shape.
Yet, amidst the return of his corporeal existence, a grim sight unfolds. The young man's chest bears the evidence of a devastating blow, the impact having crushed his ribs. Blood seeps from his wounds, painting a vivid picture of the struggle he has endured. Undeterred by his injuries, his hand instinctively reaches for his staff, a symbol of his power and resilience.
The party witnesses this display of determination and resilience in the young man's eyes and actions. It is clear that he possesses an unwavering spirit, ready to face whatever challenges lie ahead.
As the party swiftly takes action to assist the injured young man, the Dryad steps forward, carefully placing the staff in his hand. Her gentle touch conveys both support and a desire to alleviate any further strain on his body. Meanwhile, Atropa's is focused entirely on Sakair, her entire being dedicated to guiding his head to his reviving patient as fast as possible.
In those fleeting moments, time seems to stand still as everyone moves with a sense of urgency and purpose. Each movement is precise, driven by a shared determination to aid their newfound ally. The atmosphere is charged with a mixture of anticipation, concern, and hope.
After some time has passed, news reaches the party that the young man has awakened. Sakair, being informed beforehand by Valfran, carries a sense of anticipation and readiness. In this moment, within the familiar surroundings of their camp, Valfran's focus appears effortless and natural. Unlike the initial arrival in this place, there is a noticeable ease and even a hint of happiness in her demeanor.
The party senses a shift in the air, a subtle but significant change. It seems that they have found a semblance of peace and contentment, knowing that they have come closer to their goals and that their efforts have not been in vain.
As the evening settles in and dinner is prepared, the pilgrim emerges from within, aided by Sakair. His presence among the party brings a renewed sense of camaraderie and unity. There is a quiet sense of gratitude and relief in the air as they gather outside to share the meal together.
The pilgrim's presence, once marked by vulnerability and injury, now carries a resilience and strength. His determination to overcome the obstacles he faced is evident in the way he carries himself, despite the remnants of his injuries. Each step he takes is a testament to his willpower and the support he has received from the party.
Sitting around the campfire, they exchange stories and experiences, finding solace in the shared bond they have formed. Laughter and conversation fill the air, mingling with the comforting crackle of the fire.
The pilgrim's voice carries a mix of sadness and determination as he shares his story with the others. The crackling fire casts flickering shadows on his face, emphasizing the weight of his words.
"I journeyed here because word had spread of the undead, rising from these woods," he begins, his voice filled with empathy for the unfortunate victims. "My search led me to a small village, once bustling with life, but now tainted by death. The well, the lifeblood of the community, was poisoned, and I arrived too late to save anyone."
The party listens intently, their expressions reflecting a mixture of sorrow and understanding. They have all witnessed the devastating effects of the undead and the pain it inflicts on innocent lives.
"I followed the trail, tracing the source of the undead," the pilgrim continues. "As I ventured up the river, I encountered a disturbing sight. The undead were not merely corpses. There were animals and beasts, still partially alive, but twisted and corrupted. They filtered down the valleys, disappearing into the depths of these woods."
"When I reached the next settlement, I heard rumors of a pair of creatures, natures bane, roaming down the mountainside," the pilgrim begins, his tone filled with concern. "I knew I had to reach the forest at the river's mouth and conduct my research before they became a greater problem."
He takes a moment to gather his thoughts, the flickering flames reflecting in his eyes. "Weeks passed as I delved deeper into these woods, searching for answers. I couldn't help but suspect that a dryad I encountered might have had a hand in the time I spent searching. Time seemed to slip away, lost in the depths of these ancient trees."
A sense of weariness creeps into his voice, a testament to the arduousness of his task. "Finally, I discovered a source of powerful magic, one that held the potential to cleanse and strengthen the land against the encroaching blight. With determination in my heart, I began laying cleansing stones along the river, hoping to purify the waters and fortify the land's resistance."
As he speaks, the party listens intently, aware of the significance of his efforts. They understand the importance of restoring balance and harmony to the natural world, and they find themselves drawn to the pilgrim's cause.
The pilgrim's voice carries a mix of amusement and admiration as he recalls the harrowing encounter with the creatures that emerged from the mound. The campfire flickers, casting dancing shadows on the faces of the listeners, as they hang onto his every word.
"I could feel the ground tremble beneath me as I desperately tried to evade the crawling creatures that emerged from the mound," the pilgrim begins, a hint of tension in his voice. "And that's when you, the dryad, stepped out of that tree, as if summoned by the chaos. One of the creatures immediately targeted you, and I must admit, it scared me to the core."
A chuckle escapes his lips, a testament to the exhilaration he felt in that moment. "I have never experienced such fear in my life, and yet, strangely, I was completely fine with it. Your charm, dear dryad, could have been the end of me, but I stood there like a fool, mesmerized by you, even with the sight of an apex predator approaching me. It struck me with its powerful tail, right in the gut."
The pilgrim pats his ribs, indicating the area where the creature's blow had landed. "I managed to wound one of them in my desperate attempt to defend myself, but my memory becomes hazy after that. The last thing I recall is a sharp pain in my chest and catching a glimpse of you striding across the trees. After that, well, I can only assume I was turned to stone."
Atropa, with her usual grace, translates the pilgrim's words to the dryad, ensuring that every nuance and emotion are conveyed accurately. The dryad listens intently, her eyes reflecting a mix of concern and relief. She understands the gravity of the situation and the bravery displayed by the pilgrim, as well as the risks they all face in their shared quest.
The dryad's voice trembles with a mix of guilt and remorse as she speaks, her words carrying the weight of her realization. Atropa listens attentively, her expression reflecting the dryad's emotions. She takes a moment to absorb the dryad's words before translating them for the rest of the party.
"These creatures, whose mere presence could silence the sounds of the forest," Atropa begins, her voice mirroring the dryad's sorrow. "I am glad that I acted, even if it was too late. After a while, I could sense the woods slowly coming back to life, the life force returning. As a guardian of the forest, I know the rules of the wild, and I failed to protect my home from being poisoned. In my own self-absorption, I allowed these beasts to enter unchecked. It was my presence that drew them close, and I would have met my end that day."
A somber tone fills the air as Atropa continues to translate the dryad's remorseful words. "Instead, it was I who caused this, if only I hadn't diverted your attention," the dryad confesses, her voice filled with regret.
The weight of the dryad's realization hangs heavy in the air, each word resonating with the burden she carries. The party listens in silence, understanding the depth of the dryad's self-blame and the heavy responsibility she feels for the consequences of her actions.
The pilgrim's voice trembles with a mix of disbelief and panic as he realizes the significant amount of time he has lost. Atropa, attuned to his emotions, listens closely and prepares to translate his words for the rest of the group.
"So, it's already healing. A lot of time has already gone by..." the pilgrim's voice trails off, his throat dry with anxiety. He struggles to gather the strength to ask the question that weighs heavily on his mind. "What... What year is it?"
A sense of dread washes over him as he comprehends the magnitude of the time he spent as stone. His heart sinks, and panic begins to rise within him. He looks around at the group, searching for answers and solace in their presence.
As his gaze meets the silent stare of the dryad, the pilgrim musters a moment of strength. His voice, though shaky, carries determination. "I'm glad your home is well, Dryad," he says, gratitude and sincerity laced in his words.
Taking a deep breath, the pilgrim steadies himself and begins preparing a spell, the Word of Recall. The urgency in his actions is palpable as he seeks a way to return to his rightful time and place.
Atropa, translating for the pilgrim, conveys the mixture of emotions he experiences. The rest of the group, understanding the gravity of the situation, offers their support and understanding. They recognize the pilgrim's need to find his way back home and share in his hope for a successful return.
Dryad Verium's voice carries a sense of sincerity and warmth as she addresses the pilgrim, her words filled with genuine hospitality. Atropa listens attentively and begins to translate Verium's message for the group.
"My name is Verium," the dryad begins, her voice filled with a touch of melancholy. "If you find yourself here again, you are welcome, as your home. The forest will feel quite without you."
Atropa conveys the dryad's words, capturing the essence of her invitation and the deep connection she feels with the pilgrim. The rest of the group listens, appreciating the dryad's generosity and the sentiment behind her words.
The pilgrim, now identified as Lao, takes a moment to process Verium's message. Sweat beads on his forehead as he nears the completion of his spell, his focus momentarily interrupted by a flood of thoughts and emotions. He finds his voice, expressing his gratitude.
"I hope I can return..." Lao's voice carries a mixture of longing and uncertainty. He reflects on the time that has passed, his journey through stone and his current situation. "I am Lao; it's nice to speak after all that time. Thank you again for this breath I still hold."
Atropa translates Lao's words, capturing his deep appreciation for being given the chance to live again, to converse and be part of the present moment. The group acknowledges Lao's gratitude and the significance of his existence in their midst.
The campfire crackles softly in the background, casting flickering shadows on the faces of the companions.
As the ethereal sound of the bell resonates through the air, the party's attention is drawn to Lao. However, as they try to focus on his form, it becomes elusive, like a mirage in the desert. The view is unclear, yet they sense his presence. Gradually, the sound of the bell fades, blending with the natural sounds of the forest, and Lao's form disappears from their vision.
Realizing the potential value of the mimic book, Atropa approaches you and expresses her interest in obtaining it. She offers you a Dagger +1 in exchange for the book. This enchanted dagger possesses additional magical properties, granting you the ability to affect targets with fairy fire if you miss them in combat. The dagger's enchantment requires concentration and lasts for 1 minute. Furthermore, if the dagger hits a target, you gain advantage on concentration saving throws for the duration of that round. Atropa's experience and knowledge of such creatures allow her to handle the situation with caution.
With the offer on the table, the decision is yours whether to part with the mimic book and accept Atropa's generous exchange.
Before the party prepares to leave and make their way back to town, Atropa is entrusted with a seed from the dryad. Atropa gently places a hand atop the dryad's head, and the dryad closes her eyes, as if in silent communication. Understanding passes between them, and Atropa and Verium, the dryad, walk side by side along the tree line, heading towards the dryad's tree.
The party watches this exchange, sensing the deep connection and shared understanding between Atropa and the dryad. A sense of reverence fills the air as they witness this profound moment between the two beings of nature. The forest seems to breathe a gentle sigh, as if acknowledging the significance of their actions.
Though the specifics of their interaction remain shrouded in mystery, there is a palpable sense of harmony and purpose in the air. The party carries this experience with them as they depart, carrying the memory of their encounter with the dryad and the profound connection forged through their shared journey.