EVENT wanted/intended CR is 3-6. Harder to balance due to confusion. For the supports and supportive behaviour. SYNOPSIS: Local lads, lumberjacks mostly, haven't returned from work yesterday. There's too many of them to have succumbed to a fight, they know to run. Find them, and bring them back safe, and find out what's keeping them. And stop all that howling, while you're at it. OBJECTIVE: Primary: Prevent the deaths of workers (lumberjacks). Keep them safe from each other, through any means. Secondary: Stop whoever is entrancing them. FAILURE: The town has lost some workers, and should be getting ready for werewolf attacks. (Claim points on -01,02 are reset?) SUCCESS: Primary: The workers are safe, and well, and continue to work. Secondary: We've found out that there are evil druids around. Investigations have found leads and may lead to their circle. SETUP: Initial: Map with lots of trees and fallen trees. A small pond, hidden behind some trees, a bit away. First glance is empty, perception locates workers staring at a fake moon in the sky. Very good perception finds up to 3 werewolf druids near the pond, chanting. BEHAVIOUR: Workers: Attack anyone that isn't shifted if they can reach them in 1 turn of movement. Will walk into the smoke area, and get "cured", if it comes to that. If they can't reach anyone not shifted in 1 turn (no charges), they will attack each other, or themselves, or just stare into nothing,depending on the confusion rolls. Druids: Stay chanting, but any agressive action, including getting within charge range, will make them cast against the PCs. Either by summoning nature's allies II[wolf] if far away, Flaming Sphere if mid-range, and Vine strike, then try to attack, if close range. If brought to 1/3rd hp, will shapeshift into wolf form and wait for one turn, then run off the map next turn. MECHANICS: Spotting: 15+ to find 4 workers, and an additional 2 more workers for every 10 over. 30+ discovers a werewolf in druid clothing near the pond, an additional werewolf for 5 over. Up to 3 druids can be found. Area: There is a modified "Moonstruck" spell/ritual in the entire zone. There is a small campfire, near the start, and a slight smoky haze eminating from it, which can grow bigger. Anyone in the haze is cured from being a werewolf, but not from bleeding. Anyone that drops to negative hitpoints starts bleeding profusely and will die in 2 turns from bleeding, unless someone binds their wounds (heal 15 or stabilize/cure spell, potion...). Ritual: First phase of the ritual is to keep the workers fascinated, second is to turn them into quazi werewolves. There is no initial daze period for them, and they are more aggressive than the original spell. PCs can be affected. DC is 14 on the 2nd round, those that fail are stunned for 1 round and have a Fortitude save on the 3rd round to not shift. If they fail, they are affected like the workers, if they succeed, they are merely stunned for another round. Anyone affected will, on a roll of 1-25, instead of acting normally, attack anyone who isn't in werewolf form if they can (excluding charges), to the best of their abilities. Haze: There's a smoky haze coming from the campfire, and it has a specific smell, distinct for a local herb. Anyone inside the haze is immune to the transformation and confusion, but not bleeding. Adding more of the herbs increases the range of the haze by 10ft each time. Finding the herbs is Profession(herbalism)/Knowledge(Nature) at 15+, or Survival/perception at 20+, with additional herbs spotted on the entire map with every 5 over. 3 herbs each check. Getting the herb is a swift action, and one can pick more of them while running with an acrobatics check (20?). Can also drag people into the haze, using drag rules. Awards additional points. Worker: Common human laborers3: 13STR, 10DEX, 12 CON, 9INT, 11 WIS, 8CHA. Wearing leather armor, and no weapons (they dropped them). When transformed, they gain +2STR, +2CON, +1Will, -2AC, and natural attacks 2claws+3(1d6+2) and 1bite+3(1d8+2). Druid: Werewolf(human) with fighter2/druid4. Hybrid form: 19STR, 15DEX, 17CON, 8INT, 15WIS, 8CHA. Wearing +1 Hide armor, with MW longswords, have a magic fang active for their bite attack, DR10/silver. Offensive is longsword+9 (1d8+4/19–20), bite+4 (1d6+4 plus trip and curse of lycantrophy). Spells are Flaming sphere x2, vine strike, Cure light wounds x2. Scoring: The basic objective is to prevent deaths and get people to safety. Secondary objective is to stop the druids. Balancing this is a bit out of my scope, but I think 1 point for spotting a worker, 2 point for restraining or having him unconcious until round 6, an additional 3points for dragging them to the haze, or increasing the haze to them. Healing a dying worker awards the same as unconcious. A dead worker at round 6 awards 0 points, and will reduce the rewards. 3 points for spotting a druid, 2 points for killing one, 4 points for restraining/unconcious at round 6. Finding a herb is 1 point, bringing it to the fire is 3 points. (Note, this can rack up rather fast, and can be considered easy points for the lower levels). REWARDS: everyone chooses: a) potion of CMW, potion of CLW x4, scroll of obscuring mist, worker gold [total ca.525g + 100g for saved worker- 150g for killed worker] b) Wand of summon ally 2 (charges left?6?), worker gold [total ca.540g + 100g for saved worker - 150g for killed worker] c) MW scimitar, verious gems, worker gold [total ca.500g + 100g for saved worker- 150g for killed worker] A saved worker is one in the haze at round 6, not merely alive, while a killed worker is any worker that died. 5th place: potion of remove curse 4th place: 5th reward & 1k jewels 3rd place: 4th reward & MW Greataxe 2nd place: 3rd reward & studded leather armor+1 1st place: 2nd reward & Belt of giant strength +2 Placement rewards diminished for every worker dead (so 2 dead means 1st place gets MW greataxe, remove curse and jewels, and only the top 3 are rewarded). REMEMBER: If you spend the entire round running, you can move quadruple your speed (or three times your speed in heavy armor). If you do something that requires a full round, you can only take a 5-foot step. Paralyzed creatures can still make mental efforts (concentration, still & silent spells,...), but raging creatures cannot. Dragging someone is against his CMD. Beating the CMD lets you drag them 5 ft, with an additional 5 ft for every 5 you over. But you cannot drag someone farther than your normal speed. Unconcious and paralyzed enemies have an effective 0STR(-5 mod) and 0DEX(-5 mod) score and are helpless(-4), for a total of -14, essentially an automatic hit. //All numbers are, of course, up to the GMs. These are just my estimates. Idea is to give something for the controllers (since most missions and events will reward murderhoboing). Hostage situation. Not so sure about the workers levels/spawn rate. Keeping in mind that there's a 50% chance that they will do nothing threatening, that's why so many. Moonstruck spell on workers has no initial daze round, they shift (standard) and move (if confusion is 1-25 or 76-100). Modified moonstruck cos they prefer attacking those that aren't shifted, as well as lower DC. Don't know about the DR on the druids, maybe too high? Need to think on the words in mission.