Pterro Blossom
The entrance to the cave was dark, tall and slim. Even with the several lanterns and torches lit up around it, the way in seemed to be perpetually blackened. Standing directly in front of the opening, the botanist couldn’t help but gulp to himself before setting foot inside. Escorted by two guards and the captain leading the investigation.
The captain was an older sorcerer, a veteran of the civil war. Hardened, tough and had little time for scientists, particularly botanists. His request of handling the situation without the aid of the Curse Healers had been denied by Mayor Hamoss himself. He might not be a soldier anymore, but he still respected the chain of command. When he spoke, it echoed in the tunnel, along with the heavy boots of the guards and the lighter footing of the botanist.
“As you know, we have been tracking down the three missing people from the local village. All three were taken in the middle of the night by something locals described as monstrous.” The captain paused and glanced to see if the botanist was sweating, only to be disappointed to see him taking notes. He continued, “While we have no clear description of the appearance of the creature, we have found a few common clues. One, every victim that was taken was dragged away from the village and towards this cave. Two, there has been a sweet scent in the air at every scene where the victims have been taken. So thick and potent that other locals have been found in some kind of trance if they get too close. Take this.”
The captain waves to one of the guards, who pulls from his bag a mask that covers the mouth and nose. Giving it to the botanist and showing him how to correctly wear the mask. A small and simple mask made of leather and glass. Able to clean the air inhaled. Once attached, the botanist asks if there was anything else the captain was able to find. He slows down and signals for the botanist to continue ahead. Through a large and crumbling opening in the tunnel wall.
This new tunnel led down a larger and more spacious area, into a form of underground room with no other exits. The walls were lined with torches and more guards watching the object in the middle, surrounded by dried amber petals. A half-broken pillar of old and musty stone. Different in colour and texture to the rest of the stone and mud the room was made out of. The botanist gasped as he came to the realization of what the object was. A waystone.
“The third thing we found was that every scene had the exact same leaves on the ground. Nothing that me or my men have ever seen before. Which is why you are here, Mayor Hamoss believes you can help us identify them.”
The botanist crouched down and set his pouch to one side, taking out a pair of tweezers and a glass vial to pick up and inspect one of the petals more closely. He looked intensely at each side, each crease and the veins that ran through it. Before letting out various sounds of curiosity and talking to himself. The captain asked if he would like to share with the room. The botanist shook his head and began to explain his theory. Connecting the evidence of the sweet aroma in the air with the petals found on the ground, he suggested that they are dealing with a creature of the Ptettell family. The markings on the petals and colouring is similar but not exact. And they are too far from The Great Forest for any to grow naturally. The botanist goes quiet again putting years of knowledge and tales of legends together in his mind.
He turned to the captain and asked exactly how far away they are from the Great Forest? Without question the captain explained they are half a days walk from the fungal swamps and another half day walk from the forest, asking why the botanist required the information. The botanist picked himself up and packed away his things. Getting flustered that they may have discovered somethings presumed deceased over twenty years ago. And that he needed to speak to Professor Amerin at once. Leaving in a hurry that prompted the captain to look at the guards in confusion.
Legend of the Pterro-Blossom:
A hyper evolved Ptettell beast who stalks the caves of the plateau near the Great Forest. The rumours say it was born from a Wild Grow spell gone wrong at the hands of the Sages of Death. Soon after its creation, it killed its master and went on a rampage across the plains for weeks. The locals gave it the name Pterro Blossom, a fearsome and intelligent creature. Eventually the attacks stopped, the aroma it left behind dissipated and no more sightings were spoken of. Neither the Sages nor the Curse Healers were able to find the beast again, presuming it dead. Some locals suspected that the Pterro-Blossom was hibernating in the cliff faces of the plateau. Others, such as Professor Amerin, had another theory that many dismissed, suggesting the beast didn’t hide or hibernate. Instead it had gotten itself trapped somewhere underground, unable to escape without the aid of an outsider. Crazier theories have appeared over the years, including that Time Alum plucked the beast out of time and the creature was captured by Wanderlings and used to perform circus tricks.Actions:
Level: 7HP: 22
DS: 16
Abilities: +2S, +2E Intoxicate: The target hears the cries of the Pterro-Blossom and is hypnotized by the sound. Upon a successful roll the target is given the charm condition. Upon a critical success, the target falls under the command of the Pterro-Blossom until they successfully roll a 16 or higher Erudite roll. Poison Jab: The needles from the limbs of the creature burst out in all directions. 1d8 ranged damage, upon a critical success the target is given the poison condition. Pollen Storm: The creature begins stomping and bashing its limbs on the ground to release a cloud of pollen too thick to see through. Spreading 20ft from the beast. Every target within the initial pollen release must roll 13 or higher on a Skulk roll to evade the attack. If fail, the target is given the blind condition. Psychic Immune: The Pterro-Blossom is immune to psychic magic, unable to be charmed. Rooted Slam: The Pterro-Blossom stretches its vine like limbs and slams them down towards a target. Upon a successful roll, the attack deals 1d10 melee damage. Upon a critical roll the target is given the bleed condition. *Full rules found at TG20 - Homebrew Rules
Level: 7
HP: 22
DS: 16
Stats: +2S, +2E, Psychic Immune
Intoxicate: Charm target
Poison Jab: 1d8 ranged damage (Poison)
Pollen Storm: Blind targets (Ranged, 20ft)
Rooted Slam: 1d10 melee damage (Bleed)
HP: 22
DS: 16
Stats: +2S, +2E, Psychic Immune
Intoxicate: Charm target
Poison Jab: 1d8 ranged damage (Poison)
Pollen Storm: Blind targets (Ranged, 20ft)
Rooted Slam: 1d10 melee damage (Bleed)

Comments