{{Rihyan also has no need for endure elements, so five is enough to cover the party}}<br/><br/>{{I was reading a good vore story with digestion recently, and it got me to thinking about nutrions. Expendable single-use bonuses don't really do justice to what nutrions were meant to represent: the prey becoming<span style="font-style: italic">part</span>of and strengthening the predator. So I've decided to change my approach to them and make retroactive changes to the current list. Nutrions are now permanent unless marked otherwise.}}<br/><br/><span style="color: brown"><span style="text-decoration: underline">[Status]</span><br/>Chrrou:	100% (49/49 hp) AC: 17 (+1 size, +6 armor)<span style="font-style: italic"> (<a class="postlink" href="http://www.d20srd.org/srd/spells/endureElements.htm">Endure Elements</a>: 24 hours)</span><br/>Geno:		100% (75/75 hp) AC: 25 (+2 dexterity, +9 armor, +4 natural armor)<span style="font-style: italic"> (<a class="postlink" href="http://www.d20srd.org/srd/spells/endureElements.htm">Endure Elements</a>: 24 hours)</span><br/>Heshaar:	100% (60/60 hp) AC: 19 (-1 size, +3 dexterity, +3 armor, +5 natural armor)<span style="font-style: italic"> (<a class="postlink" href="http://www.d20srd.org/srd/spells/endureElements.htm">Endure Elements</a>: 24 hours)</span><br/>Rihyan:	100% (43/43 hp) AC: 26 (-1 size, +6 dexterity, +7 armor, +4 natural armor)<br/>Sashi:	100% (89/89 hp) AC: 25 (+3 dexterity, +9 armor, +3 natural armor)<span style="font-style: italic"> (<a class="postlink" href="http://www.d20srd.org/srd/spells/endureElements.htm">Endure Elements</a>: 24 hours)</span><br/>Sen:		100% (54/54 hp) AC: 19 (+1 size, +3 dexterity, +5 armor)<span style="font-style: italic"> (<a class="postlink" href="http://www.d20srd.org/srd/spells/endureElements.htm">Endure Elements</a>: 24 hours)</span><br/>Takal:	100% (61/61 hp) AC: 26 (+2 monk, +2 wisdom, +7 holy, +3 dexterity, +1 deflection, +1 natural armor)</span><br/><br/><span style="color: blue"><span style="text-decoration: underline">[Nutrions]</span><br/><span style="font-weight: bold">Chrrou:</span> +2 spot, +2 hide, +2 confirm melee critical<br/><span style="font-weight: bold">Geno:</span> <a class="postlink" href="http://www.d20srd.org/srd/spells/rage.htm">rage (duration: 5 rounds; 1/day)</a>, breath weapon (6d8 electricity, 60 ft line, DC 21; single-use), +1 vore, +1 bite damage<br/><span style="font-weight: bold">Sashi:</span> +2 survival, +1 grapple, +1 melee damage, convert up to 15 points of non-fire non-acid damage to nonlethal (1/day)<br/><span style="font-weight: bold">Heshaar:</span> convert up to 15 points of non-fire non-acid damage to nonlethal (1/day)</span><br/><br/><br/><br/><br/>The seven travelers don their armor and pack up their equipment, then emerge from the shelter of the cave and continue their journey. The air outside is cold enough to freeze exposed water in seconds, but, bolstered by otherworldly blood, deep meditation, and divine blessing, the seven walk stoically into the howling wasteland without huddling for warmth or even shivering.<br/><br/>The direct path to Jejuna is blocked by a tall, sheer vertical rock wall that runs from east to west. The travelers consult the map in Geno's hands and see that the cliff extends as an obstacle for dozens of miles in both directions. The town of Talloak is located only a short distant to the west, next to where the line of a road passes through the line of the cliff at a point labeled "Talloak Pass."<br/><br/>They decide to check out the pass. They trudge west through the snow, weaving around and under dead trees and climbing over piles of boulders. The going is difficult. What looked like a short distance on the map--little more than two miles--ends up taking over an hour to traverse.<br/><br/>They arrive, finally, at the base of the pass: a road carved into the rock that zig-zags up the face of the cliff. The road is wide enough to accommodate a large horse-drawn cart, but the icy footing is treacherous and they must climb carefully.<br/><br/>At the top of the cliff is the town of Talloak.<br/>--or at least, that is where the town of Talloak<span style="font-style: italic">was</span>, until the population became 0.<br/><br/>The seven have come upon a scene of devastation: a grove of ancient trees lies toppled, including the namesake of the city, a majestic hundred-fifty foot oak. The elaborate network of bridge-connected treehouses that had been built in the branches now rests in hundreds of splintered pieces on the ground.<br/><br/>The town also had ground-level brick structures, but those that were not crushed by falling trees were demolished by the impact of airborne boulders, as though they had come under attack from a very accurate catapult.<br/><br/>Eerily, amidst all of the ruined buildings, smashed furniture and other debris there is not a single corpse. Except for the seven travelers, the town is empty of bodies, living or dead. Those with a keen nose detect the scents of elf, human, squirrelfolk and birdfolk, but they are faint, at least a week old.<br/><br/>The stumps of the trees have telltale marks of having been chopped at by<span style="font-style: italic">very</span>large axes, and the ground throughout the town is littered with huge humanoid footprints. From their size and depth, one would guess that the maker of the prints stood at least 20 feet tall.