Gray Gardeners
Assault on the Farmstead
Gray Gardener Agent — Creature 2
LE Medium Human Humanoid
Perception +8 Languages Common Skills Athletics +7, Intimidation +6, Stealth +7, Survival +6 Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +1
Items gray gardener uniform, longsword, shortbow, 20 arrows, manacles
AC 18; Fort +8, Ref +9, Will +6 HP 32
Speed
25 feet
Melee
[one-action] Longsword +9 (versatile P), Damage 1d8+4 slashing
Ranged
[one-action] Shortbow +9 (deadly d10, range increment 60 feet), Damage 1d6+2 piercing
Executioner's Training
The gray gardener deals 1d6 additional precision damage to a creature that is grabbed, restrained, or unconscious.
Coordinated Assault
[one-action] The agent designates one enemy it can see as its target until the beginning of its next turn. The next Gray Gardener ally to Strike that creature before the beginning of the agent's next turn gains a +1 circumstance bonus to the attack roll.
Take the Hostage
[reaction] Trigger: A creature within the agent's reach attempts to move the dryad or free her from restraints.
Effect: The agent makes a melee Strike against the triggering creature. On a hit, the target is also grabbed until the end of the agent's next turn.
Gray Gardener Interrogator — Creature 3
LE Medium Human Humanoid
Perception +10 Languages Common Skills Deception +10, Intimidation +11, Occultism +8, Religion +8, Stealth +7 Str +1, Dex +2, Con +1, Int +2, Wis +3, Cha +4
Items black executioner's robes, ritual dagger, manacles, executioner's hood
AC 19; Fort +7, Ref +8, Will +11 HP 48
Speed
25 feet
Melee
[one-action] Ritual Dagger +10 (agile, finesse), Damage 1d4+3 piercing plus 1d6 mental
Occult Prepared Spells
DC 20, spell attack +10
Cantrips (2nd) daze, detect magic, guidance, message, telekinetic projectile
1st rank (3 slots) fear, grim tendrils, command
2nd rank (2 slots) calm, paranoia
Execution Magic
The interrogator has learned several cruel spells specifically for incapacitating prisoners.
[two-actions] Mark for Execution — Occult, Enchantment, Mental The interrogator marks one creature within 30 feet. The target must attempt a DC 20 Will save.
- Critical Success: The creature is unaffected.
- Success: The creature is frightened 1.
- Failure: The creature is frightened 2 and off-guard to the interrogator until the end of the interrogator's next turn.
- Critical Failure: The creature is frightened 2, off-guard, and stupefied 1 for 1 minute.
The interrogator can have only one creature marked at a time.
Final Sentence
[two-actions] Auditory, Enchantment, Fear, Mental
The interrogator speaks a terrifying executioner's verdict to one creature within 30 feet that can hear them. The target attempts a DC 20 Will save.
Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2 and slowed 1 until the end of its next turn. Critical Failure The target is frightened 3 and slowed 1 for 1 minute.
Interrogator's Command
[one-action] The interrogator issues a short command to a creature affected by Mark for Execution. The target attempts a DC 20 Will save. On a failure, it must use its next action to follow a simple command such as "Drop it," "Kneel," "Step away," or "Release her."
The command cannot directly force a creature to harm itself.
Hostage Tactics
The interrogator begins combat with the dryad restrained nearby.
As long as the dryad remains restrained, the interrogator gains a +1 circumstance bonus to Will saves against spells and abilities originating from creatures attempting to rescue her.
If a PC approaches within 10 feet of the dryad, the interrogator may use Final Sentence against that PC and threaten the dryad with execution.
Execute the Prisoner
[reaction] Trigger: A creature within 10 feet of the interrogator is unconscious, dying, or restrained.
Effect: The interrogator makes a ritual dagger Strike against the triggering creature. If the Strike hits a creature that is dying, the target must immediately attempt a recovery check.
The interrogator prefers to use this ability as a threat rather than actually kill the dryad.
Encounter Tactics
Opening Round
The three Gray Gardener agents spread out and attack the party while keeping at least one guard adjacent to the dryad.
The interrogator stays behind the agents and uses Fear, Command, and Mark for Execution to weaken the party.
During the Battle
The Gardeners attempt to prevent the party from reaching the dryad.
They prioritize:
- Characters attempting to free the dryad.
- Characters capable of healing or removing restraints.
- The strongest-looking melee character.
- Spellcasters.
The interrogator repeatedly threatens the dryad, attempting to force the party to choose between attacking the Gardeners and protecting her.
If the Dryad Is Freed
Once the dryad is freed, the Gardeners' morale breaks.
The agents attempt to retreat if two or more of them have been defeated. The interrogator fights until reduced below 15 HP, then attempts to flee.
If captured, the interrogator knows the location of the Gray Gardeners' larger operation but refuses to reveal it without magical coercion or successful interrogation.
The Dryad
The dryad is restrained but conscious at the beginning of the encounter.
Restraints: DC 18 Athletics check to Force Open, or the appropriate check to Escape.
The party can also free her by obtaining the key from the interrogator.
Once freed, the dryad immediately uses her abilities to aid the party but avoids killing the Gardeners unless necessary.
Victory
When the party defeats or drives away the Gray Gardeners and frees the dryad, she thanks them for rescuing her.
Silver-Tusked Guardian
The dryad reveals that the Silver-Tusked Guardian can be found deep within the nearby forest, at an ancient grove concealed behind a stone arch covered in silver moss.
She gives the party directions to the grove.
Token of the Forest
The dryad also gives the party a Token of the Forest.
Token of the Forest Magical, Primal
A small wooden token carved with the symbol of the dryad's grove.
While carrying the token, the bearer gains a +1 circumstance bonus to Nature checks to identify or navigate natural terrain in the forest.
Once per day, the bearer can activate the token with a [one-action] Interact action to gain a +2 status bonus to their next Survival or Nature check made within a forest.
The dryad explains that the token will also allow the Silver-Tusked Guardian to recognize the party as allies of the forest.