Sunday, January 1, 2012

Interlude--The Healer

Happy New Year to all! I'll start 2012 with a new interlude while I'm finishing up the stat blocks for the next adventure in the series.

-Nate


Interlude: The Healer
As Europeans began exploring what was to them a New World, many told stories of encounters with strange and previously unknown creatures. One such example is the wild hairy man, a creature first met—and killed—by Edwin Tobias. Although some who've heard it do not believe that fellow's tale, they are wrong. Indeed, there are more of them living in the Caribbean, and they are not something to be feared.

This encounter could occur at any time that the PC's make landfall at a remote location. They have their own run-in with a wild hairy man, this one an experienced cleric. Because of this, the encounter serves as a test. The PC's might first encounter a wounded animal, perhaps an wild dog or a boar. Due to a musket ball lodged in its shoulder, this creature is angry and aggressive. It comes charging out of the underbrush to attack, but characters who succeed at a DC 15 Spot check notice the injury that has enraged it. Armed with that information, it's up to the PC's to try helping it instead of harming it.

As long as they pass that test, they can meet the wild hairy man. He approaches along the animal's path, trying to Hide and Move Silently. If they have killed the beast, the wild hairy man tries to depart, and uses his spell to deter or defend against the PC's. On the other hand, if they have helped it, he approaches them. As a sign of his gratitude, he can heal any wounds they've suffered, and perhaps even reward them with some potions.

This moment of peace lasts only until the hunting party arrives. They are the cause of the trouble, eager to claim their prey and perhaps bag the wild hairy man as an added trophy. Needless to say, they are not happy to see another group interfering with their hunt. The hunters confront the PC's and demand that they yield up the wild hairy man, and respond with violence if their demands are not met.

Animals
Depending on the average level of the PC's, the following animals are recommended for use as the wounded creature.

1—Wild dog (use Wolf)
2—Boar
3—Dire wolf
4—Dire boar

The Healer
Hairy Wild Man Cleric 6; CR 6; Size medium; HD 8d8+16; hp 52; Init +2 (+2 Dex); Spd 30 ft., climb 15 ft.; AC 13 (+2 Dex, +1 natural); Atk +8/+3 (1d6+3, quarterstaff); SQ Can attempt saves versus spell effects twice; AL N; SV: Fort +10, Ref +4, Will +10; Str 17, Dex 15, Con 14, Int 10, Wis 16, Cha 8.
Background: NA.
Skills: Climb +6, Concentration +11, Heal +14, Hide +4, Listen +4, Spot +4, Survival +5.
Feats: Brew Potion, Iron Will, Self-Sufficient.
Fortunes: None.
Equipment: Quarterstaff, satchel containing various items, potions.
Spells per Day: 5/4+1/4+1/3+1. Spells commonly prepared:

This large humanoid is covered in shaggy fur. He has no chin of which to speak, but does have small horns protruding from its head. The wild hairy man is a peaceful type, content to explore the wonders of the natural world. In his bag he carries the potions that he has been brewing, coconuts filled with sweet milk in which various herbs and other ingredients have been soaking. These function as potions of cure light, cure moderate or cure serious wounds, at the GM's discretion.

Lead Hunters
Male Buccaneer 4; CR 4; Size medium; HD 4d10+4; hp 32; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +7 (1d6+3, cutlass or buccaneer knife) or +5 (2d6, short musket); SQ Survivor +2, Expert Pilot, Resilient; AL CN; SV: Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Colonist.
Skills: Climb +10, Heal +8, Hide +8, Knowledge (local) +2, Move Silently +8, Profession (guide) +4, Survival +8, Swim +10, Use Rope +8.
Feats: Alertness, Cleave, Power Attack.
Fortunes: None.
Equipment: Buff coat, long musket, buccaneer knife, cutlass, backpack, bedroll, tinder box, salt pork, cheese, biscuit and water for three days, gallon jug of ale, pipe and tobacco.

Hunters
Male Buccaneer 2; CR 2; Size medium; HD 2d10+2; hp 19; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, cutlass or buccaneer knife) or +3 (2d6, short musket); SQ Survivor +1, Expert Pilot; AL CN; SV: Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Colonist.
Skills: Climb +7, Heal +6, Hide +6, Knowledge (local) +2, Move Silently +6, Profession (guide) +4, Survival +6, Swim +7, Use Rope +6.
Feats: Alertness, Power Attack.
Fortunes: None.
Equipment: Buff coat, long musket, buccaneer knife, cutlass, backpack, bedroll, tinder box, salt pork, cheese, biscuit and water for three days, gallon jug of ale, pipe and tobacco.

The hunters are not necessarily evil, but they are greedy and unconcerned about the well-being of animals. Because of this, they continue to pursue their quarry (or a fight with the PC's) until it becomes apparent that they're overmatched.

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