
![]() |

Yamino takes an interest in the garden, but keeps an ear out for the discussion between the villager and Goran.
Bardic Knowledge (Nature): 1d20 + 5 ⇒ (16) + 5 = 21
He makes a note of what he notices with the plants to talk to the group later. These people get weireded out at the slightest thing. We'd best wait until we have some time to ourselves to discuss it.
He mutters under his breath and casts detect magic, focusing on the plants.

![]() |

"Is there any danger?"

![]() |

Sorry, I was waiting for the results of the Detect Magic

![]() |

Gotcha
Yamino waves his hand in a dismissive manner.
Bluff: 1d20 + 3 ⇒ (17) + 3 = 20
"Not really," he tries to avoid drawing attention to himself.

GM chadius |

Professor Yamino scans the plants and detects no magic. However, something about the sudden growth reminds him of an old story he heard...
So you can visit the Carriage House and the Temple of Robori now. If I missed another location GM Alias mentioned please let me know.

![]() |

Yamino turns to the villager, "Thank you for telling us about High Priestess Zuri. We'll be sure to keep an eye out for her when we get to the temple."
He turns to the rest of the group, "Well, that sounds like as good a place to go next as any. Shall we?" he says as he begins to walk away.

GM chadius |

The temple or Robori is the largest building in Mercy. Wooden pews line the east and west side of the building, with a garden on the south. An enormous, twisted tree takes up the north side of the building. A pleasant walkway snakes around the tree up to the temple opening, which has no door. Animals made of twisted twigs adorn the branches, and vanilla orchids flourish in the shade.
You've never heard of Robori before. This diety must be local to the town of Mercy. Zuri is the high priestess.

![]() |

If possible the ranger will take 10.
Surv: 1d20 + 6 ⇒ (8) + 6 = 14

![]() |

"Not good, not good! This tree has the rot. Maybe there is something under his roots?"

GM chadius |

If the contamination were stopped, the tree could possibly recover over time.
As the party observes the tree and ponders what to do, one of the priestesses approach you.
"Welcome, strangers. My name is Zuri, the head priestess. I see you've taken a liking to the Great Robori. If you would like, I can share a brief prayer with you."

![]() |

The shieldmaiden looks at the priestess, looking her up and down, before speaking."Can you tell me more about your faith? Please!"

![]() |

Bardic Knowledge (Nature): 1d20 + 5 ⇒ (11) + 5 = 16
Yamino listens to Zuri intently, always eager to learn more about the world.

GM chadius |

"Of course. The Great Robori is always willing to teach those who will listen." Zuri smiles and uses her fingers to create a tree-shaped outline as she recites a prayer.
"Wood of the tree speaks a whisper to thee.
The sun rises soon. To you, a boon.
Such is the will of Robori."
"Robori here protects the town of Mercy from all sorts of danger. He also protects our plants and makes them healthy." Zuri affectionately pats the trunk of the massive tree.
"My grandfather heard the words of Robori one day and explained it to the townsfolk. He was right, the spirit of Robori saved us from many disasters and yielded incredible crops for decade after decade. And so it shall forever."
Anymore conversation with Zuri, or maybe the Carriage House? Otherwise you can move on with the investigation.

GM chadius |

"A blight? Let me see." You direct Zuri to look at the roots, and Geirahöð points out the rot on the trees roots. You notice the smell of dry hay, and so does Zuri. "Oh my. Please, come inside, let's continue there."
She hurries you quickly into a private room in the temple. She's a bit embarrassed and looks at a jar full of an orange oil. She opens the stopper, smells some of it and the scent of hay fills the room. "We use this oil to bless villagers in special ceremonies. We use this to draw out the blessings of Robori. I started this 20 years ago to help draw out Robori's power, but, if you say it's responsible for the rot..."
Zuri ponders for a moment before she brightens up almost immediately. "I was wary of you outsiders at first, but now I see you are blessed children of Robori!" She's quite thankful for your effort. "I will change the ceremony so we use sacred water instead. But for now, please don't tell anyone about the rot- they will think you are meddling with our affairs."
That's it with Zuri and the Temple. The carriage house, or move on?

![]() |

Carriage house?

GM chadius |

Sheriff Molume's home has the largest garden in Mercy, and it houses several large wagons. There is also a small bell tower, presumably it rings to mark the start and end of the day.
There is a weapons locker inside the home, with a simple lock on it.
Disable Device DC 20 if you want to unlock it.
Sheriff Molume tends to the garden outside. "Having a good time in Mercy so far? I hope you're enjoying it."

![]() |

"It is a quite town. Seems you have little problems from bandits or other pests?"

GM chadius |

Sheriff Molume laughs. "No one bothers us up here. Besides you, Amenira was the last visitor we had. Well, besides the bats, anyway."
As the sun begins to approach the horizon and dusk settles, you hear the telltale screeches of bats as they fly over town. "They are always after our cashew crops. I can't blame them. We have some of the best cashew milk in the world, I'd say."

![]() |

"Well it sounds like a good idea for dinner." The ranger continues."How bad of a nuisance are they?"

GM chadius |

"I don't know too much about bats, even though they are everywhere. Maybe they eat the insects attracted to the cashews?" The sheriff ponders. "The bats aren't much of a problem..."
As he looks up, you see a swirling mass of bats fill the sky. A swirling collection of shadows appears along the wall of the carriage house, then fly towards the town square. You hear a low pitched, inhuman moan.
The doll you've been carrying mumbles. "Murder. That way!"
The Sheriff is clearly distracted by the swarms.
The guest house is between the carriage house and town square. The house has four torches which you can unfasten with a Move Action

![]() |

"What in Gorums name is that."
Geirahöð dashes to the next Torch and takes it as a weapon!

![]() |

The guest house is between the carriage house and town square.
Is that the guest house we've been staying at?
"Do you think that is the same 'murder' you've been telling us about, Nira?" Yamino asks as he reaches for his scimitar. A look of mild panic sets in as he remembers that he doesn't have it right now.

GM chadius |

Yup, that's the guest house you have been staying at.
The Sheriff bolts toward the town center, leaving you an opportunity to open the locker or return to the guest house. Geirahöð decides time is of the essence and simply detaches a torch from the home.
Nira looks back at Professor Yamino. "Yes...I think. We must go there."
Any prep before you get to the town center?

![]() |

Yamino gives Nira a nod and grabs a torch off the wall as well.
"Let's do this," he says with a sigh.
When the party gets close to the Town Square, he'll cast Comprehend Languages on himself.

GM chadius |

The party stops by the guest house to grab some torches. Armed with what they can, they head towards the town square.
Screeches fill the air, accompanied by the sound of thousands of wings crashing through leaves and branches, and the occasional thud of something hitting the ground from a great height. The people of Mercy are out in the square, slinging rocks into the trees to frighten away the mass of bats attacking the town.
As the people in the square cry out in surprise, the shadows collect themselves into distinct forms. Nira sees a figure wearing a large cape and immediately hops off, lurching towards the caped figure. The small child and the shadowy figure run into the town square. The frightened townsfolk flee back to their homes.
square. But your keen eyes notice something strange about a black tarp covering
a market stall. It's some kind of creature.
The tarp is actually a cloaker in disguise.
motion of the bats is no coincidence. It's more of a "performance" than
anything.
Nira whispers a single word as you enter the square: "Murder."

![]() |

Perc: 1d20 + 6 ⇒ (5) + 6 = 11
SM: 1d20 + 2 ⇒ (10) + 2 = 12