The druids of the Moorswood have been a thorn in the side of the invading forces of Gwinn since the beginning. While they have not coordinated with the forces of the barony, they have remained alert and stalwart in their defense of the region. None of the empires bred creatures have been allowed to slip from the sea onto the land in Sabin Bay, to support the invading troops. Now, the clergy of Elancil has summoned truly frightening beings from the recesses of the deep. Awakened by their call, three Chul have answered. They can move through fresh water and salt, and have been sent to corrupt the pond, and take the druids and/or their attendants hostage. The druidic powers have dealt with the first, but its appearance has depleted their powers. They have discovered more are to be sent, and require aid to survive the onslaught.
Dawn brings another cold, brisk day. It is overcast, but soon clears up as you prepare for the day. Breakfast is served, and today you just feel like being alone. You gather yourselves into your group and share a private meal together, talking about matters important only to your group. Suddenly, a mouse runs amidst you. Just as you are about to swat it with a mug, it stands up and says in a high squeaky voice, “Hello! Hello! Hello! No hurt! I run to you! For hidden tallones, in the wetwoods! No hurt! I have squeaks. You come, you help. Tall ones – smell of loam – have safe place, needs eyes. Yes, needs eyes and ears. Wetwoods will not be safe, if you do not come. There it is! Squeak! I go!” The mouse scampers away as you sit around, most of you trying not to laugh. For all of its grave import, that was fairly comical. You resolve to finish breakfast, and talk about what it means. Over the course of the next hour, 2 more similar messages come through. Whoever it was, sent backups. The wetwoods can only refer to the Pranin Moorswood – and those mice have made one hell of a journey to find you.
3 days to get there without guide, 1.5 days with one.
Thank you for answering our missive. Assault,
The Briarwood is defended by ____.
Their standard creatures in service to them (Mud Mephit) were almost completely killed in their waterways.
Preparations for the Attack on Mossbane Pond: The druids ask the party to set up a watch near the west side of the pond – where one of the outlet streams lead to the sea. They will set up watches using their remaining servants and beasts they can summon. Signal fires are lit around the pond.
Druids can provide 1 round warning if it comes by water (1-5 on d6)
If it attacks by water, 2 rounds later a swarm will follow from land side if the creature is still alive.
The dolmen on the island has had a symbol of Elancil etched into it by lightning recently. The soil is still electrified, a buzzing can be heard. The druids say that their defenses were defeated temporarily, and it was revealed in the last attack. This is the subject of her wrath now, and she will strike directly for it. Without it, they cannot summon and control their mephit allies around the pound and forest.
The PCs must set up on the island, and defend it at all costs. They will send what creatures they can to aid the group throughout the night – the daylight hours are theirs, and she will not strike then. After 1 day, DC 12 Sanity check, or Twitchy (Disadvantage on first action and initiative check). The druids are not used to dealing with others and do not think tactically beyond the animals and fellow druids.
Each night except the first 2 and until encounter #5 has happened, there is a 1-3 on d6 chance the assault of the Chul happens. Check each 3 hours.
Twitchy: Sanity DC 12 > Or next Initiative and Action made with Disadvantage. A Perception check of a 1 means the PCs instantly react to imminent danger – wasting prep spells and abilities.
+5
If the party had a and beat encounter #5 on Coldeye, the clergy of Elancil will summon some weather in an overt warning to the attack. If that encounter did not happen, the Chul’s approach will be masked in an attempt to use stealth.
Elancil’s Presence in the Crestwold Campaign
If the original Chul was killed without incident and easily, she will summon an insect swarm to occupy the druids while her next attack is made. They will negate it in 2 rounds. In addition, if the PCs are particularly strong, a Morkoth.
> The Mud Mephits get a Perception DC 12 chance to detect the Chul moving up, if it is using its stealthy protection from Elancil. If it fails, the Chul will get a round of Surprise, and Advantage on its next Initiative check. If the party seems weak, have the random encounters also serve as allies in dealing with the Chul. The Chul has a Shield of Faith (+2 AC = 16) from Elancil and at 20 Initiative, it regenerates 8hp within 10′ water.
The druids will no longer be able to assist the PCs or their allies in any way for a year – all their power must go to restoring the consecration of their holy site. The GM is free to expand on any ramifications of this for current or long term help the PCs may be getting or have been promised.