
Sharien Oakfoot |

Sharien follows Blackheath to the windmill. "I do hope these 'sisters' are willing to speak with us. Otherwise, we'll just have to gather physical clues on our own, which could take too long..."

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Grog follows Sharien and Blackheath and stares at the windmill as he talks.
"Well hopefully the sister's have some information on the best place to look. Or like you said, we could be spending days here to find some evidence

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As posted above, the sisters will gladly summarize what they recall.
The Sisters: Each remembers the deaths. The village’s children vanished one by one, only to return as ghosts. Then one day the culprit was found—the Beast of Lepidstadt. It boldly walked into the village with one of the dead children, a girl named Ellsa. The witnesses all recall seeing the Beast laughing as it carried the child’s broken body. As soon as the locals saw the Beast, they set upon it with pitchforks, but try as they might they couldn’t catch it, and the Beast escaped into the swamp. The poor innocents it killed continued to haunt the village, and before long became too much for the locals, who soon abandoned the cursed village.
Do you have specific questions for them? I'll also allow sense motive checks. :)

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Questions:
"Aren't you three afraid of the ghosts?"
"Where and when do the ghosts appear?"
Sense motive: 1d20 ⇒ 16
Blackheath also scans the windmill, looking especially at the mill machinery or anything else that could potentially also produce a "broken" body.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
The clown believes that the Beast would not kill a child, and he finds it suspicious that these three would stay after the rest of the town fled.

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My mistake, I thought they still lived outside the town. Misreading on my part. Just a general sense motive then.

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"Had the Beast ever been seen in the area before he was seen with the dead girl?"

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really my post got eaten again...well lets try again
SM: 1d20 + 7 ⇒ (1) + 7 = 8
FINE be that way i used to have a good roll....
Gravleon dose not believe the girls have anything else to offer the party...
"Come they have told us of the horrors they have seen no need to press them further...i thank you girls stay safe we will get to the bottom of this have no fear on that"

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They tell their story again. This time everyone pays close attention, takes notes, and compares time lines. You discover an inconsistency!
Of the six children who died, one—a girl named Karin—died in her own bed 2 days after the Beast was driven from Hergstag. Her father heard her screaming but by the time he reached her she was dead, without a mark on her and with no signs of entry.
"Oh, yeah! Karin died after ol' Betty's birthday. Remember? Her birthday was the day after the Beast was driven out!"
This, however, does not clear the Beast of the other deaths in Hergstag.
You may:
(1) Ask the Beast about Hergstag after this day's court proceedings are over
(2) Go to Hergstag yourselves and investigate!

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I vote that we go directly to Hergstag.

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I vote that we go directly to Hergstag.
Sound good to everyone?
Anything y'all want to do / buy / whatever before Hergstag?
__________
Now abandoned and overgrown, the village of Hergstag lies some 10 miles northwest of Lepidstadt. The farmland has fallen to ruin, and now even the well-trodden pathways around the area are difficult to follow. The crops have gone to seed and high corn grows everywhere, affecting visibility and providing concealment as light undergrowth (Core Rulebook 426).
The village's farmhouses have all been abandoned, and while some furniture such as tables and washboards remain, the homes have been given over to vermin--rats, termites, cockroaches, etc. In the northern portion of the village, the land turns to deep bog (Core Rulebook 427). The paths here are even harder to follow. There may even be areas of quicksand.
Perc: 1d20 ⇒ 2
Perc: 1d20 ⇒ 12
Perc: 1d20 ⇒ 20
Perc: 1d20 ⇒ 20
Before actually stepping into one, the party realizes that the undergrowth also conceals bear traps! Merely walking around here might be dangerous.

Sharien Oakfoot |

Fine by me!
Sharien stops quickly at a local magic shop and buys a scroll. Would like to buy a scroll holding two casts of detect thoughts for 300gp.

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"Perhaps Grog can help us avoid the traps?"

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I'm cool with continuing thanks for throwing us a bone gm... what of we set the feild on fire ^_^

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Is it just a series of protection rolls or survival? If we had an unseen servant move in front of us could we trigger them in advance?

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Hm. That's creative! But: "It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.)"
The servant cannot be targeted, so the bear trap will never snap on it.
It is just a series of perception checks. The idea isn't so much to "get" you. But to put you at a state of unease. Say, for example, you have to run towards or away from something--through a trap-laden field.
:-)
I don't mind saying that you can avoid the bear traps while out of combat. But they'll add a level of angst if you should happen upon combat.

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I'm good with that. I mean, what are the odds we would run into combat when...*sobs uncontrollably* we are all going to die!
Seriously, though, I'm okay with that. GM, if you want to roll the perception as it comes up Blackheath is at +10.
"Let's go in carefully."

Sharien Oakfoot |

"Alright... if my summoned creatures lasted longer I would simply summon us a scout, but I suppose it's better not to subject the poor creatures to the traps anyway."
Sharien's Perception is +0. She's go right behind Blackheath LOL

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Here is a map of Hergstag with the location of each death.
Thinking upon the sisters' story about how the ghosts came back, Blackheath suspects they might be the victims of ghouls or wraiths or some other creature that creates spawn.

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"If Karin's was one of the last deaths, maybe we should start on the other side of town. Anyone object to starting with Gaard's place?"

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OK. The party starts to head towards Gaard. As you walk, it feels like the town itself doesn't want you to go. The ground becomes soft and mushy, making it hard to find your footing. The sky becomes very overcast, making it difficult to see. The undergrowth becomes more rigid, as though it is trying to hold you back.
Grog realizes that the land isn't being hostile. It's trying to warn you: "Don't go that way. Something unnatural is ahead. Please, turn back for your own safety!"

Sharien Oakfoot |

"This place is as cursed as all the others we've had to visit so far on our missions together. The spirits all seem to have it out for us."

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The closer you get to Gaard, the softer the ground becomes. It is as though the earth weeps for your fate. You can hear the drone of a single hornet flying lazily in the air, and you can smell the sickly sweet stench of decay. But, otherwise, this appears to be an abandoned home.
As you enter, rats and cockroaches scatter. There is a constant susurrus of skittering/vermin noises once you're inside.
You take 20 to search the small home. Every time you lift a plate, turn over a pillow, or look under a book, something skitters, squeaks, or hisses and runs away into a darker corner.
Ultimately, however, you find no clues / nothing of interest here.
By the time you head back outside, it has started to rain. It's late afternoon. The sun will go down in a couple of hours.

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Blackheath votes for following the footprints. "These must be recent. I'd be interested to know who or what is still wandering around this ghost town."

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footprints!!!
Gravleon agrees with blackheath "your right my friend, let us see why and what has been here recently...

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The closer that the party gets to the hill, the more they can hear "suspect" sounds. Blackheath hears the sound of children whispering. Gravleon hears the sound of children moaning, as though ill with a bad flu. Sharien can hear the sound of children giggling, as though laughing at the party.
The further the party trudges up the hill through the rain, the more the terrain seems to plead: "Turn back now. Only misery lies ahead."

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"Let us hasten to our doom, my friends. Something is more than a little off about this place."

Sharien Oakfoot |

I see that you're trying to scare us away, Engleaktig. WE'LL NEVER SURRENDER! :)
"Agreed, there is something strange here. I worry that there are dangerous spirits near."

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whos afraid of a little TPK lol
Gravleon shakes his head at Blackheaths joke "No mater the situation you find a joke eh"

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Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Bardic Knowledge Nature: 1d20 + 1 ⇒ (2) + 1 = 3
Survival untrained: 1d20 ⇒ 6
Wow, a nice trio of rolls. Clearly Blackheath is too disturbed by the ominous landscape to think straight.

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perception : 1d20 + 8 ⇒ (10) + 8 = 18
-Posted with Wayfinder

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Blackheath notices that there are multiple footprints coming from multiple directions--all leading up the hill.
Sharien has an awful time keeping the rain out of her eyes! :-(
Grog notices that the footprints seem to all originate from the places where the victims were slain.
Gravleon notices flecks of dried blood in the footprints.

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survival: 1d20 + 3 ⇒ (16) + 3 = 19
Gravleon couches down at the bloody foot print "look here there's something or someone wounded came this way..."
Looking at the dried blood, trying to get a seance of how old it might be...
-Posted with Wayfinder

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The grass beneath the footprints is angled in an odd way. It's as though the plants found the creature stepping upon them to be offensive, and the blades of grass tried to angle themselves away.
In the sky, lightning flashes. The clouds thicken.
From somewhere up the hill, a rolling wave of stink assaults your sense of smell. The scent is unmistakable--it is decay.

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"Let us hope this is not a barrow mound, though I heavily suspect it may be. The dark spirit behind these calamities might be within this hill, but these tracks indicate it is not alone. Let us proceed carefully and keep our channels handy."

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Gravleon cast shield of faith
"on alert my friends the night is dark and evil is close..."
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