| GM Nayr |
You pass by the bear trap and continue on to the east, now mindful of any dangers on the ground as you proceed. You pass over a stream via an old wooden bridge, and enter what is barely recognizable as a village. There are several overgrown mounds through which the wood of old houses shows. To the southwest, the shape of a man looms threateningly - a scarecrow perhaps, though it's not in a field of any identifiable crop. Just to the north of it is one of the houses, perhaps two hundred feet ahead along a narrow dirt path.
to the northwest, west, and southwest are more of the houses, with fairly dense overgrowth in between.
| Rufus van Hildegoath |
"Perhaps we should introduce ourselves to the locals?" Rufus asks warily. He peers at the figure in the field, trying to determine its nature.
Knowledge(arcana): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge(nature): 1d20 + 11 ⇒ (18) + 11 = 29
| Rufus van Hildegoath |
"Exactly! And that is why we shall introduce ourselves as independent investigators from Lepidstadt seeking to uncover the truth behind these attacks and prevent further violation of these good people. That is, incidentally, the truth. Dura, you should do most of the talking, I think, but allow Gur to tend to Charlie in the background, so as not to alarm anyone." He doesn't specify whether it is Charlie or Gur that would be alarming.
| GM Nayr |
From what information you dredged up locally before coming here, you recall that Hergstag, once a small, religious farming community here in the Dippelmere swamp, was abandoned about 7 months ago. From the stories, the Beast murdered six children here, even being seen carrying the body of one of them, from the reports.
Now, the only folks left in the area are the witnesses due to report tomorrow - three sisters named Garrow, Starle, and Flicht. Reportedly, they live in a windmill to the north of their old village. From what Gustav told you, everyone else from Hergstag left after being haunted by the ghosts of their lost children.
Rufus's keen eyes reveal that the scarecrow is perhaps the most ineffective scarecrow ever, or it is actually a person, propped up in place by the thick overgrowth about it.
Sorry guys; a bit more info that you should have had before arrival here. You'd have known the above prior
| Rufus van Hildegoath |
"The story of juvenile apparitions is a convenient one for the sisters. How fortunate that they alone were spared in these hauntings.
Perhaps we should visit them first."
| Rufus van Hildegoath |
I think that would be the most efficient use of our limited time, yes.
| Gur |
"I will avoid spooking the villagers. Maybe I can scout the area while waiting for you."
If left to his own devices, Gur will check out the scarecrow to give himself something to do. If that is fruitless he will wend his way between buildings searching for clues he will doubtless overlook. What time of day is it?
| GM Nayr |
The "scarecrow" stands to the southwest, perhaps a bit over a hundred feet away. This close, you can see that you're staring at its back, and it is indeed a body propped up by growth - there is no stake to hold it up.
| Rufus van Hildegoath |
"...Well! I didn't think it would take quite so long to walk here. Distance can be deceiving."
Rufus coughs as the door is slammed in their face.
"Excuse me, Mme. My name is Rufus van Hildegoath, and this is my colleague, Dura Fletcher. We've become on behalf of the Court of Lepidstadt to prepare a report on the terrible circumstances of late. Our function is purely investigatory, and I assure you that we mean you no harm."
diplomacy to aid Dura: 1d20 - 2 ⇒ (11) - 2 = 9 welp.
| Leeoli Maleye |
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
| Dura Fletcher |
"Pardon us, ma'am. We truly mean you no harm. We'd just like to ask you a few questions if you don't mind." She looks down at Daniel and makes a quick twist motion with her left hand. He lies down on the spot and spreads out. "I'm sorry if we frightened you. He's just a big old softy," she says patting the cat's belly.
diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29
| GM Nayr |
She draws her gaze away slowly, and offers a sad smile. I'm sorry, if you know of the case, then you can imagine why we keep our doors locked more often than not. Please, come in. She opens the door to allow you inside what is a modest home with a multitude of various, uncoordinated knick-knacks. Perhaps having three sisters with varying tastes in decor works for some, but...
My name is Garrow, and this is Starle and Flicht. She indicates her two sisters, one who is sitting behind an out of place desk and another who is walking in from what one could assume is a kitchen, as she's wiping her hands on a dirty apron. Now, how may we help you?
| GM Nayr |
From the other room come the sobs, which Gur hears now that they're within the home. This room is dark, with no windows to speak of. It has a door that is ajar and looks to have not moved in some time.
| Rufus van Hildegoath |
"Charmed." Rufus says as he sits noisily, the leather armor beneath his dark overcoat bending with him as he sits. "I know you've already given your statement, but I'm afraid we're here to prepare another report, and so we'd like to ask you to give it again. So that justice may be meted, of course."
| Leeoli Maleye |
Hello? If you hide in fear, do not. Gur looks ugly, but maids seem to love him all the same. And we are not bandits.
Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
| Dura Fletcher |
Dura has Daniel approach slowly and keep low so as not to overwhelm the poor old ladies. He sits down next to Dura's leg and purrs as only a tiger can. "We're sorry to have to keep this tragedy fresh," she says apologetically. "All we need is for you to just run through your account one more time. Did any of you actually see what happened?"
| GM Nayr |
We are, and have always been a simple folk, ma'am. We lived quiet lives, hunting and farming for what we need, and keeping away from that hustle of the big city. It was quiet, and that was how we liked it. 'Bout seven months ago, that all changed.
I remember the first one went missing - a young boy named Maarten. He was just...gone...then a few days later he returned....but he wasn't Maarten. A ghost, and it went like that - one by one we began to lose children. They'd come back a few days later to haunt us! It's like the poor things were trying to tell us about their attacker.
Then, the Beast itself walked in, that vile thing bold enough to carry the limp body of little Ellsa. Its body shook hard - laughin' it was...laughin' at what it had done! Well, we're a hardy folk, used to livin' in the wilds, and weren't about to let the Beast go. Our men attacked the Beast with pitchforks, but it escaped into the swamp. Tried to track it for days, but no luck.
The hauntings kept coming...the ghosts of our children would come back every few days just to remind us of how we failed them. We...we couldn't take it...so we up and left.
She waves to indicate the interior of her abode. Been here ever since.
| Dura Fletcher |
She will wait for the lady to answer before continuing, but then asks, "Tell me about these 'ghost children' if you would? That sounds particularly strange. When the children would return, were they still physical beings? Did they speak? Do you know if they are still around?"
would they be able to tell us where Maarten and Ellsa lived?
| GM Nayr |
When Gur enters the other room, his huge frame barely fitting in between the jambs, he faces a childlike form, but one made of dark shadow and wreathed in black fire. Two glowing crimson eyes glare back from the black void of its face as an impossibly wide crimson gash splits its dark face in a grin. The creature reaches out for his savior!
Initiative Gur: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Leeoli: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative Creature: 1d20 + 5 ⇒ (4) + 5 = 9
Positioning sucks since the room is so cramped. Essentially, the bedroom is no more than 8 X 8, and Gur is standing in a severely undersized doorway. There's no bed in the bedroom, it's just open wooden plank flooring. Leeoli stands behind, in the main room, but with Gur blocking his view.
| Leeoli Maleye |
Knowledge Religion: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (5) = 21
Knowledge Arcana: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (1) = 17
If Leeoli gets a chance to attack.
Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
| Gur |
"Between the grave and the graveyard... I'm sorry little one." Gur pulls back his axe to shoulder height, choking up on the haft of his weapon. Instead of using the weight of the swing in the normal manner, he is forced instead to swing in bodily and twist at his hips.
1d20 + 10 ⇒ (5) + 10 = 15
1d12 + 20 ⇒ (4) + 20 = 24
| GM Nayr |
She gets a faraway look. The....children...yes, they had a form when they returned - black as night and covered in black fire. Their eyes... She shivers. ...they glowed in the dark, and so did their smiles, smiles too wide.
One of her sisters puts a hand on Garrow's shoulder to steady her. Yes, there were children with us when we packed up to leave...thank goodness they were spared this fate.
She can indeed, and can even provide a map of the village, if roughly drawn.
| GM Nayr |
Given that; Leeoli can tell Gur that in a free action, and feel free to adjust your attacks.
| Rufus van Hildegoath |
sense motive to aid: 1d20 ⇒ 7
"And what did these ghosts do? What did they say?"
| GM Nayr |
Leeoli won't be able to attack through Gur's big body unless he steps into the room through the doorway. Want to take another action?
| GM Nayr |
Garrow nods quickly. Indeed, it was! And, to see one's children in that way...children they had just dealt with losing...it was too much.
She turns to Rufus. They tried to get us to go with them...join them they said. Some parents were tempted, but they were trying to lead them into...well nowhere. It made no sense.
| GM Nayr |
Attack vs touch: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d4 ⇒ 1
Con drain: 1d2 ⇒ 1
Crit check: 1d20 + 5 ⇒ (6) + 5 = 11
Additional damage: 1d4 ⇒ 4
Charisma based fort save DC15 to resist Con drain
5 damage total to Gur and 1 Con drain unless the save is made.
You're up!
| Gur |
1d20 + 6 ⇒ (10) + 6 = 16
Gur feels the life start to seep from his body, but he resists the pull of the grave and soldiers on. With a swing of his mighty axe, Gur let's the momentum of his swing shift his position clearing up the doorway.
1d20 + 11 ⇒ (3) + 11 = 14
1d12 + 22 ⇒ (1) + 22 = 23
Paizo roll bot is mad at me for something.
| GM Nayr |
Attack vs touch: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d4 ⇒ 2
Con drain: 1d2 ⇒ 1
Charisma based fort save DC15 to resist Con drain. And, you're up! Sorry for the lack of a map, but the room is essentially just a ten foot square. At this point, Gur can take another 5' step to set up a flank, if so desired.