GM Bret |
CRB 288 lists Writing Set as common adventuring gear.
pg. 292 describes it. “Writing Set: Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper.”
“It doesn't matter... it always gets what it wants.”
Sorry, no roll for Iron Cave. I can tell you this is a horror mystery, not everything will have an explanation.
Teja Khellekdottir |
Teja takes the paper doll and dunks the "head" into her ale.
"Lets hope it is thirsty." she smiles.
Looking around she asks "Can we check out our rooms before going any further?"
Helène Yolescu |
Helène takes it upon herself to handle the logistical details with Callum while the others make conversation with the haggard man. She assumes they'll give her an update later.
"Callum, there's a few questions I've been meaning to ask. The Moqsuito Wich legend alone wouldn't have been reason enough for us to investigate, but with the recently increased troubles - the large bloodseekers... That's worth finding out what's causing it and putting a stop to it. Anything you might know that could help us? How long has it been going on? And anything in particular that's happened in town around that time?" She gives him an encouraging smile and puts down enough coin to book their beds for two nights." "We've already heard about the somewhat grizzly way in which the townsfolk confronted the suspected Ghlaunder cultist. About two hours out in the woods, I heard? Anything else you might know would be greatly appreciated..."
Maximilian “Max” Cosgrave |
To the group
I’m wondering if perhaps we have multiple mysteries. Bloodseekers killing people and tiny paper dolls seem like they are fairly different approaches to hurting the town. We should ask one of the friendlier locals about whether paper dolls have been traditionally associated with the witch or not.
In broad strokes we ought to come up with a plan if we can. I’m seeing the following issues we need to investigate
* for some reason somebody may be duplicating us. Given this started before we arrived they might have known who the society was sending. Alternatively perhaps someone caused us to seem like someone else.
* paper dolls you can’t get rid of.
* increased mosquitos and blood seekers
* murdered cultist
* a possibly distinct monstrous creature as seen by Ms Lyons
* Woman with the strange dog not being completely forthcoming (maybe)
Did I miss anything friends?
Chug |
Chugs eyes go wide as Teja dips the doll into the head of her drink. Then looking at her mug, "I'll take that if you're finished with it. Cayden tells us to waste not when dealing with strong drinks."
He then looks over at Max. "That list sounds right," states Chug."
Helène Yolescu |
I'm assuming Max gives his summary when the entire group is together. Good list, Max. That's the gist of what we have as leads. I'm going to get a slightly more 'grounded' reply in-character.
"Max, Max," Helène soothes as she puts a hand on the man's shoulder. "I'm not too proud to admit that this place gets to me as well," - she swats some more pests buzzing around her, "but let's not get carried away in paranoia. There are no people going around pretending to be us. We've had one person say something to that effect. And he's been caring for someone with severe trauma for a few years. He might just be mistaken, of just a bit... lost. These people have been through a lot lately, we have to take that into account." She shrugs.
"Same thing for Haru. So, she hasn't been too forthcoming, and I got some weird feelings off her. If we talk to a hundred people here in the River Kingdoms - or anywhere else for that matter - how many are going to be perfectly frank? I think we've been sidetracked by all of the town gossip here, and possibly the lore regarding the Mosquito Witch as well. We came here to investigate and stop the bloodseekers, so I say we focus on that. Let's do a tour of the woods around the town, see what solid clues we can round up."
Teja Khellekdottir |
Teja nods to the others words, but pulls her ale close when Chug eyes it up. "Sharing a drink is not making it unwanted. It makes it wanted by two." she says, offering the paper doll another drink.
After that she props it up on its feet
dex: 1d20 + 4 ⇒ (11) + 4 = 15
"I guess he can hold his ale." she adds, taking another sip herself.
"Callum - do the locals have any way to protect themselves from all these darned mosquitos? It seems we are living in a plague of them at the moment? Face nets like bee keepers maybe?"
GM Bret |
Callum is happy to have more borders and quickly arranges rooms for the group.
“Anything you might know that could help us? How long has it been going on? And anything in particular that's happened in town around that time?" She gives him an encouraging smile and puts down enough coin to book their beds for two nights." "We've already heard about the somewhat grizzly way in which the townsfolk confronted the suspected Ghlaunder cultist. About two hours out in the woods, I heard? Anything else you might know would be greatly appreciated..."
“Didn’t start all at once, so it is sort of hard to say. Been bad for the past six months, lots of monster hunters come through but most give up quickly or disappear and aren’t seen again.”
“I try not to track the rumors too much, gets in the way of business. The barber is probably the biggest gossip in town if that is what you want. There are a few other hunters around. Last I saw the half-elf, they were entering the forest to the northeast. The man in white departed to the east, not sure if they intend to come back.”
“Since hunters are always in need of equipment, you could check if Luca knows anything. She runs the smithy.”
GM Bret |
When Teja shouts the question about protection, Callum just shakes his head no. “If anyone did, they would make a lot of coin here!” He swats at another mosquito as it lands on him.
Maximilian “Max” Cosgrave |
"Max, Max," Helène soothes as she puts a hand on the man's shoulder. "I'm not too proud to admit that this place gets to me as well,but let's not get carried away in paranoia. There are no people going around pretending to be us. We've had one person say something to that effect. And he's been caring for someone with severe trauma for a few years. He might just be mistaken, of just a bit... lost. These people have been through a lot lately, we have to take that into account."
Smirking, "That is exactly the sort of thing Mosquito Doppelganger Helène would say."
Max chuckles, whether at his own joke or as a way to relieve his nerves is hard to say.
Your point is valid, I suppose the most likely explanation is that the man is mistaken, but still it is worth keeping in mind
Teja Khellekdottir |
After checking her room, making sure the window is well closed and changing into something a little fresher, Teja returns to the inn.
"Well, the only things getting fatter if we stay here are my backside and all these mosquitoes."
She takes out her paper doll and puts it on her shoulder.
"Lets go talk to the smithy, and then if there is daylight enough, go for a walk and see this hill."
GM Bret |
You get directions to the smithy.
As you get closer, you have no problem finding it. You just follow the smoke.
The smith is a muscular red-haired woman. As you come up to the smithy, you see her adding green boughs to the forge causing even more smoke. The smoke does seem to cut down on the mosquitoes slightly, you only have two or three on you at a time rather than a half-dozen.
When you come up to the smithy, the woman asks "What'cha need?" She continues to watch the smoke coming from the forge, adding more branches as it clears.
Helène Yolescu |
Smirking, "That is exactly the sort of thing Mosquito Doppelganger Helène would say."
Helène laughs with Max. "That's the spirit."
--
As she follows Teja to the smithy, Helène makes some conversation. "So, what do you hope to learn from the smithy? More gossip? If I didn't know any better, it seems like you're stalling. Not scared of going out into the woods and meeting the Mosquito Witch, are you?" Her tone of voice makes it clear that she's not serious. However, there is more purpose to the remark than a simple joke.
--
At the smithy, Helène lets the others do the talking. She takes a look around the place, possibly to snag something that might be worth selling in Absalom for a bit of profit.
Teja Khellekdottir |
"That smoke to keep the little blood suckers away?" asks Teja as she admires the woman's muscles.
"I'm pretty good on metal at the moment, but short on information. I was hoping I could buy you a drink later and have a chat about some of the new folk in town and what you may have picked up about them.."
GM Bret |
“Got time now.”
“Couple weeks ago half-elf bought compass cause her’s broke. Later asked, found out neither worked. Compass not the problem,”
“Saw other hunters, none came in.”
She slaps a few mosquitoes then puts another branch in the forge. “Only other recent business was horse that needed new shoe. That was four days ago.”
She seems to be done talking. It makes a few of you wonder if she apprenticed under Smine given how talkative she is.
A crafting or survival check to analyze what might be going wrong with the compasses.
So, head out of town for the hilltop?
Teja Khellekdottir |
Teja looks puzzled. "Neither compass worked, or the problem was with the half elf?"
survival: 1d20 + 3 ⇒ (10) + 3 = 13
Hilltop!
GM Bret |
Teja is guessing that external was interfering with the compasses, likely of a magnetic source. She thinks the blacksmith would have mentioned it if the half-elf didn’t know what they were doing.
Got it, leaving town! I will get a post up later tonight.
Tasaria |
Tasaria looks at the branches being used to make smoke, "Do you use a particular plant for that or would any green branch do? Do you think if we start one smoking and take it with us it will help at all?"
As they are about to leave again, Tasaria adds in apparent afterthought, "Oh, and do you know anything about an "Iron Cave" in the area?"
Teja Khellekdottir |
"So... there may be a source of lonestone around. I wonder it that is also responsible for some of the other odd happenings. Either way it could be valuable if we found it." smiles Teja happily.
She thinks a little harder. "Actually if Iron Cave was really a cave with lots of iron, it could be magnetised. Let us just hope it is not the home of some unliving horror from Numeria."
How far north in the River Kingdoms are we? Close to the border?
GM Bret |
Shimmerford is on the East Sellen River east of Riverton.
“Whatever I can find that is green.” She slaps a mosquito. “Doubt one branch will do much.”
“Never heard of Iron Cave.”
Late, will follow up tomorrow.
Teja Khellekdottir |
"Well, lets go exploring." says Teja swatting at yet more mosquitoes. She checks her lucky doll is in place on her shoulder and then leads the team out of town.
So we are right at the southern end of the Riverkingdoms? That puts a good amount of space between us an Numeria, but that is no guarantee of anything.
GM Bret |
It is about as far from Numeria as you can get in the River Kingdoms. Galt is across the river.
You leave the smithy and are making your way out of the town gates when you hear the high-pitched screaming of horses. Ahead you see a carriage pulled by six horses tearing down the road at a dangerous speed. The animals have been driven wild by the bites of bloodseekers and have panicked. The horses have outrun the bloodseekers, but you can see the bleeding wounds from the attacks.
If no one acts, the carriage will likely go over a ridge and crash, most likely killing all of the passengers.
You each have time to perform one action.
Options the scenario gives:
* Leap onto the Carriage: Grab the edge of the carriage and hold on long enough to pull passengers to safety. It requires an Acrobatics or Athletics check. If the first check is a success, you can continue making the checks to pull more people to safety. Each success allows you to pull one passenger to safety. You stop after the first failure. On a critical failure, you fall hurting yourself.
* Calming the Horses: You calm the horses with a successful Nature check for long enough for a passenger to leap to safety. On a critical success two are able to make it. On a critical failure, the horses charge you.
* Creating a Barricade: Move crates or barrels in the way of the horses, causing them to hesitate long enough for a passenger to leap to safety. Use Crafting or Athletics to make the impediment.
Only Create a Barricade can be done without putting your character in a dangerous position.
Helène Yolescu |
"What that sound? - Blazing hells!" Helène curses when the carriage comes into view. She knows better than to jump in front of it or to try and soothe the horses. Rather, she faces the problem head-on. She takes a great leap at the carriage when it moves past her and tries to find a handhold to latch on to the moving carriage.
Athletics: 1d20 + 6 ⇒ (19) + 6 = 25
I don't know how the additional dice rolls on success are handled. Since I don't know the DC, here's some more rolls if needed.
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9
Athletics: 1d20 + 6 ⇒ (17) + 6 = 23
Athletics: 1d20 + 6 ⇒ (14) + 6 = 20
Athletics: 1d20 + 6 ⇒ (14) + 6 = 20
Athletics: 1d20 + 6 ⇒ (6) + 6 = 12
Tasaria |
Tasaria also quickly assesses the situation and attempts to leap onto the carriage to pull passengers to safety.
"May Sarenrae aid and protect us all!" she calls as she runs to the rescue.
Athletics (T): 1d20 + 5 ⇒ (18) + 5 = 23
Athletics (T): 1d20 + 5 ⇒ (14) + 5 = 19
Athletics (T): 1d20 + 5 ⇒ (16) + 5 = 21
GM Bret |
Helène and Tasaria waste no time, leaping on the carriage to rescue some passengers. Helène is only able to rescue one before being thrown from her perch. Tasaria finds a better place to hang on and is able to rescue three of the passengers, grabbing the third and rolling with them to safety.
Helène takes falling damage: 1d6 ⇒ 1
4 passengers rescued so far.
Teja Khellekdottir |
Teja leaps for the wagon, trying to pull open the door and free a passenger!
acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
As the others help pull passengers out, the northerner does her best to help.
acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
If I'm still on after that, can you give me an indication of how many passengers are still in the coach? I may hang on and try some more if there are more.
GM Bret |
Teja is able to leap on the back of the carriage and pull two passengers to safety. She is able to jump to safety herself.
Phineas finds out that the sounds of ground squirrels is not calming to these horses. He gets their attention, but the horses charge him instead of slowing down.
Bludgeoning damage as the horses knock Phineas aside: 1d6 ⇒ 4
Six passengers saved so far. Only four left. Must be a big carriage!
Teja Khellekdottir |
With the result of 14, did I have to "dismount" from the carriage?
So no chance of getting back up to help the others?
GM Bret |
Creative solutions are allowed by the Guide. In the case of a Tanglefoot bag, I would give a bonus to one skill check -- even one you make yourself.
Yes, a 14 for that check is a normal failure given the number of players and circumstances. The first failure determines when you could no longer pull more passengers off. It would be extremely difficult to rescue everyone on the carriage.
Chug |
Chug moves to leap onto the wagon to assist in the rescue of passengers. Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
can bot same check if more are needed
Tasaria |
I did not realise there were so many passengers. Tasaria can either hang on to remove more or try again having safely brought some off the carriage if that is allowed.
GM Bret |
If Tasaria really wants to push her luck, she can. Otherwise, your group has already exceeded what the scenario expects.
Chug tries to help save some of the passengers, but doesn't see an opportunity soon enough.
Roll was a failure but not critical failure.
Tasaria |
Happy to let the game move on then.
Tasaria looks around at her team and the rescued passengers to see who may need healing.
"That looks like it was a hefty blow you took from that horse. Looks like it will leave a mark. Want to see if I can prevent some of the swelling and pain at least?"
Tasaria |
Tasaria sits the gnome down and pulls out her healing kit. Looking back over her shoulder she adds to the rest of the group, "This will take a few minutes. Time enough for you to check on the passengers and see what this was all about."
She then turns back to Phineas, "Now, let's take a proper look and see what that hoof really did and what I can do to fix it."
Medicine (T): 1d20 + 6 ⇒ (7) + 6 = 13 (treat wounds)
"I'm afraid there's not much I can do at this time. Looks like you will be sporting your own lucky horseshoe mark for a while. May it truly bring you luck and protect you from worse. Sorry that I could not do more."
Helène Yolescu |
When Helène finds herself thrown off the carriage after she saves just one of the passengers, she tucks into a roll to minimize the damage from her fall. She stands up with some bruises and quickly finds her way to the victims, leaving the dust on her coat and trousers for now.
Her first order of business is to check on the carriage in the ditch and see if anything can be done for the passengers who were still on it.
Maximilian “Max” Cosgrave |
sorry forgot to check yesterday
Will try acrobatics to rescue as many as I can. Please feel free to not additional rolls if applicable.
Is he a wizard or is he an acrobat?: 1d20 + 6 ⇒ (7) + 6 = 13
GM Bret |
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Max also looks for an opportunity to help rescue people on the carriage but doesn’t see one.
The carriage and horses careen off a sharp ridge, shattering the conveyance and killing everyone still aboard.
The six passengers are amazed at your efforts and comment on how lucky they are to be alive.
The young boy that Tasaria had pulled from the carriage is given something by his mother. He goes up to Tasaria and hands her a potion vial. “Thanks for saving me and my mom! That was amazing, the way you pulled me out and then rolled us to safety.” The vial is clearly labeled as a minor healing potion.
The other passengers take a collection and reward you with some delicate silver jewelry. You estimate that all of it together is worth about 4gp.
All of the passengers do spend a few moments of silence in respect for those who didn’t make it. Then the mosquitoes start to gather in a think cloud and they all rush towards the town in hopes of finding shelter.
You got full rewards for the encounter.
Teja Khellekdottir |
"Nice meeting you!" calls back Teja.
"I wonder where they were coming from? " she sighs, and then gestures toward the wreckage.
"I guess we should bury them... don't want them coming back as undead tonight after such a horrible end..."
Helène Yolescu |
Helène had hoped to ask the rescued passengers some questions about the bloodseeker attack, but understands that they'd be too scared to stay for much longer.
She looks doubtful at Teja's last suggestion, not sure whether the woman is joking or not. "That's not really our place, is it? Those people may have had loved ones in the village, or even with them on the coach. They would want to give them a fitting ceremony." She looks out at where the carriage had come from. "Me, I'd rather follow that trail, see if we can find out where the bloodseekers struck, and see if we can follow them back to where they came from."
GM Bret |
As you are discussing what to do, a couple of old men with shovels come out and look down at the wreckage.
“Reckon this is going to be a bad one.”
“Heard most of the passengers escaped. Still, need to take care of it before vermin set it.”
“Yup.”
They give your group a brief nod, then set off on a side path leading down. You assume it must eventually lead to the wreckage given their conversation.
I assume the group is now off to Witchtop Hill
You begin your trek through the misty woods. The thick fog makes the mosquitoes less visible, but you can still feel them crawling on your skin.
Survival check to navigate please. You have approximate direction and some landmarks to navigate from Miss Lyons.
Let me know if your destination was somewhere else, I will adjust accordingly. In the case of disagreement, the one doing the survival check determines where you intended to go and where you actually end up.
Helène Yolescu |
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Helène returns the nod to the men with their shovels. "I guess it's good that we were around, or it could have been much worse. Still, that's little consolation to the folks down there."
--
As they enter the woods, Helène takes some time to check that everyone is clear on what they should be doing. "So, off to Witchtop Hill? Ms. Lyons' direction didn't seem too bad, but I'll be the first to admit my sense of direction isn't what it should be." She holds up her (figuratively empty) hands as an apology. "Someone who wants to take the lead? I'll keep a look out front and back for anything that might try to get the jump on us, bloodseeker or otherwise... For the rest, we'd best keep our eyes and ears open, maybe we'll stumble on any clues as we go."
Helène will Scout.
Tasaria |
Tasaria pulls out a small item and opens it, "Perhaps with this trusty Wayfinder and Sarenrae's blessing we will avoid becoming lost."
Survival: 1d20 + 3 ⇒ (17) + 3 = 20
Maximilian “Max” Cosgrave |
Witchtop, it seems as good a place as any to find a witch who may or may not be the root of the problem. I don't suppose there is a "Stirge Hill" or a "Mosquito Mountain" we could investigate instead?
Clearly the bugs are getting to Max but he presses on in any case. He will join Chug in keeping an eye out for clues and oddities.
Feel free to bot as needed