GM Batpony |
She pauses for a moment, and then takes a deep breath, “Just what I’ve heard from the townsfolk. It’s a little contradictory, isn’t it? Some people seem to think it’s a hag, others a demon, others a priest of Ghlaunder, and others a ghost. If you’re planning to go looking for it, I’d bring cold iron along—that would help you against demons and hags—and fire to help burn away swarms of insects. And if it turns out the witch is a ghost, run and hide! Your weapons won’t do a thing against spirits, and I doubt you’ll have enough holy water to chase it away.”
Haru then whistles to recall her overly friendly dog, signalling her that it's almost time to go.
Gros |
"Gros doesn't use weapons, Gros uses magic gifted to him by dragons! Point me at her and I'll handle it." he proclaims proudly, pounding his chest with one hand.
GM Batpony |
“So what if I am? We just met, I don’t owe you my life story" She responds not particularly hostile but not in a friendly manner either.
You can attempt diplomacy or intimidation to gain more information out of her.
Sunshine of Happiness |
Diplomacy +0 and Intimidation +0 here, so I will pass on convincing her to talk more.
Sunshine checks her allies if they can convince her to talk more that she knows on the case they are investigating.
Gros |
I have +7 intimidate so I can do so if Intimidation is the way we want to go Gros looks around with a vicious glint in his eyes, checking to see if anyone else is going to handle this or of he has to step in
GM Batpony |
Our paladin has a high diplomacy as well, so we'll give him a bit of time to chip in.
GM Batpony |
To help with the flow and pace, I'm going to move us to investigations, but please feel free to retcon the conversation with haru.
After exchanging pleasantries, Haru bids the team good luck and continues on her way swatting mosquitoes and chasing the overly excited dog down the bug infested streets. Not another soul seems to be in sight as you look around for the inhabitants of Shimmerford.
A2 Your investigations of the plague-like ridden town then begin at a little tavern named ‘Hart’s Brewery’. The place seems as dead as the town, and the alcoholic smells that you’re usually familiar to in such an establishment is faint. Behind the bar, the brandy brewer who goes by Rosa hart, a dark skinned woman, seems to be fairly intoxicated with what seems to be foul smelling alcohol. A quick look at the bottles suggest they look like something past it’s expiry. ”Well, if you want some of these, I’ve got a good deal for ya, 3 for 1 gold pieces, what do ya say?” While you don’t believe the drink to be tasteful, perhaps crafting it as some sort of acid like weapon could be of use against an unfriendly hoard of mosquitos. When questioned about anything unusual, she speaks of a foreigner in white clothes named Andor a few weeks back, who had an unusual interest about water sources.
A3 The residents of the Bell Family household seems particularly annoyed at your visit and attempt to avoid any conversation. The household seems like a superstitious bunch as they cover all the windows with white covers, and tell you, ”You be gone now, the Mosquito Witch is a nasty character, she probably can see through everything everywhere all at once! If you have any trinkets on ya, I suggest you get rid of them to avoid her anger! Argh!”, before slamming the door in your face.
Sunshine of Happiness |
While in A2...
DC 13 Nature: 1d20 + 10 ⇒ (7) + 10 = 17
"I know mosquitoes typically need pools of stagnant water to breed." Sunshine ponders.
"Maybe Andor is trying to breed mosquitoes, he must be stopped." she realizes when she connects the dots.
Looking at the offered sale, Sunshine declines. "They are expired. I am not sure they will still taste... nice." she tells the brewer frankly.
----
In A3...
"Well, that's not very welcoming." Sunshine shrugs after they have been shut windows.
Gros |
A2Gros looks at the expired alcohol and says "Gros thinks it smells yummy, but Gros has no coins to spare." as he sadly wanders out of the establishment.
A3 "Gros hopes the dragon god strikes you before the mosquito lady can." he says as fury flashes across his face, before quickly regaining his cheery demeanor and looking for some snacks somewhere else.
GM Batpony |
Retcon
“Fine, fine. I’m looking for a friend of mine, and I don’t care to tell you her name. She sent me a letter a month ago, claiming that she intended to go to Shimmerford to investigate what was going on here. I intended to meet up with her here, but when I arrived, she wasn’t anywhere to be found.” If asked, Haru can confirm that her friend is the half-elf with black hair and gold armor that Galia mentioned had gone missing a few weeks back" When she speaks, she becomes fairly emotional and decides it's time to leave after.
Back to investigations, but again if you guys want to retcon anything let me know.
A5
The shop name is as obvious as it could be "The Tanner", and the human of Taldan descent keeps conversations simple, emotionless, and cold. "I am Tanner" The atrocious smell of urine and the loud buzzing doesn't bother him in the slightest way. When asked about current events, Tanner notes that they met with a half-elf in gold armor who called herself “Hunter,” and that Hunter was attempting to identify a peculiar shiny, crystalline rock. He brings a sample of the rock.
A4 At the door of this household, you are greeted by a young Tian man who goes by Regis Toshida. He rolls his eyes at your arrival, and annoyingly raises his voice"You lot? Again?! This is the third day in a row that you've come to bother Mrs Lyons, haven't you done enough! He doesn't slam the door in your faces, but he is seemingly convinced that he shouldn't let you into the house a third time.
There are several ways to respond to the situation, the charisma based skilled being the most obvious, one more i should highlight is use of occultism check (and this could be an untrained check). There is no penalty for failure on any of these skills.
Sunshine of Happiness |
In A5...
"What is that silly noise?" Sunshine is somewhat bothered by the buzzing. "Where is it coming from?" she asks Tanner. When Tanner shows them a rock sample...
DC 17 Nature: 1d20 + 10 ⇒ (14) + 10 = 24
"I recognize this. It is a magnetite, a highly magnetic iron ore. Do you know why the Hunter is looking for this?" she asks again, air-quoting the word "Hunter".
"Do we take the missing half-elf in golden armor named Hunter as one of our leads for this investigation?" she turns to her allies, air-quoting again the word "Hunter".
In A4...
"Hey! We just arrived here." she retorts back but is glad that this time, they aren't slammed with the door.
"We are here to help you, actually."
Occultism: 1d20 - 1 ⇒ (9) - 1 = 8
Gros |
A5Gros' eyes sparkle at the rock "Gros thinks this rock would be good offering to dragon god, maybe hunter thinks the same for mosquito lady?"
A4
Untrained Occultism check: 1d20 + 1 ⇒ (13) + 1 = 14
GM Batpony |
Sadly, the attempts at convincing Regis has failed, while thinking of a plan, the group investigates the rest of the town.
You can also attempt charisma skill checks for Regis, or suggest something else.
A7 At the door you're greeted by a rather unfriendly Varisian woman who stares blankly as you make your inquiries, but before you could finish she splashes a vial of cold liquid, one would assume is holy water, at the group and then closes the door while chanting prayers to desna.[/ooc]
A6 The inn of the town has seen better days, but the innkeep, Callum Shay, a tanned skinned human, isn't too unhappy at the state of events granted he's been making a fair wages of gold of the adventurer's or so he claims. He isn't particularly helpful as he's seen a fair bit of faces, and none really more memorable than the other. "Are you all looking for anyone in particular?" He ask. Near the desk, hunched to the side near the walls, a haggard looking human with dark messy hair, stubble sparsely forming a goatee, and gaunt cheeks, mutters something under his breath while playing with a paper doll drench from his sweaty hands. The deformed doll looks so ugly it has become deformed and unrecognizable from what it used to be.
Sunshine of Happiness |
For A6..
"We are investigating about what recently just happened here. The missing Hunter. The cultist cut into pieces. The Mosquito Witch. Anything you might know that can help us?" Sunshine asks Callum.
"And what happened to him?" Sunshine also asks about the haggard looking man when she notices him.
GM Batpony |
Gros, at this rate I suggest go for it!
At A6 The innkeep informs you that the "Hunter" was talking to him not too long ago, it would seem the plans for the half-elf in gold armor was to go into the forest northeast of here. Before saying anything else regarding the haggard looking fella, he blurts out loudly “An idiot. An absolute idiot...” while sadly laughing to himself, before jerking himself upright. “Oh, wait, you’re... where are my manners? Sorry. Introductions. I’m Quintus. Quintus Chevunier.”
Gros |
A4 with regisIntimidate: 1d20 + 7 ⇒ (11) + 7 = 18
Gros knocks on the door. Feeling pretty pissed off at the treatment as the decendant of a dragon, he's already snarling waiting for the door to open
GM Batpony |
We will continue at A4 first, once you guys are satisfied with conversations we'll move to A6
At first Regis hesitates, but realizing the seriousness of the matter with Gros's growling's, he grudgingly and reluctantly lets the party into the home of Mrs Lyon's. At first she thinks you've come to call her crazy, but realizing that your intent to investigate the mosquito witch was all the seriousness, she sits deep in her chair. “It was all just a joke to them,” the old woman says, her voice pinched thin with bitterness. “They pretended to care, a little, when they were all scared that they would be next. Not much, even then.”
“It was up on Witchtop Hill. Up to the north, a little left of the three boulders and past the bend in the stream. We thought it was a dead animal at first, lying on the ground. It was when we got close that it sprung up, tall as a full-grown man. Came after us on its thin little legs. Didn’t matter howfast we ran, it was right behind us. I thought my heart would burst with the running. It was only when we got to town that we dared to look back. But we didn’t find it. Just sharp footprints in the mud, and smears of sicklysweet blood.
“And them, with their masks and their dolls and their festivals. They didn’t know what it was like. To have it in their dreams at night, to wake up with its little paper dolls by the bed. If they’d seen it, they’d never have dared. They don’t know what it’s like to see its eyes in every filthy little bug, for the whining of those insects to be like screaming in my ears.” Mordha clams her mouth shut, before speaking again, in a trembling tone. “It took something from me. And I don’t
remember it. I don’t remember it. No one will ever remember it.” She remains in shock, and after this declines to speak further.
The directions she gives are pretty clear if you wish to follow it, or we can continue on the town investigations at A6, with the haggard man Quintus
Sunshine of Happiness |
Let's also check out the haggard man; maybe his accounts will connect with Mordha's.
Sunshine smiles. "I am Sunshine and these are my allies, and we are all Pathfinders. We are seeking the truth behind what is happening in your town to end it once and for all." she responds to Quintus.
GM Batpony |
Majority rules!
Quintus squints his eyes as he examines each of you individually, "truth?" he mutters, and then blanks off into space for a moment to fall back at Kimmo's behest. "It’s following me. Ha...hah hahaha! Of course its following me. I’m being stalked by a doll!” Quintus crushes the paper in his hands. “’The iron cave will fall’... what is that supposed to mean? What do you want from me?!” he shouts hysterically at the paper doll.
GM Batpony |
Not so surprising but also perhaps surprising, is the fact that scrawled on the doll’s paper scarf in jagged writing reads "The iron cave will fall", as the man hands over the paper doll.
Sunshine of Happiness |
"Where is this iron cave?" Sunshine asks then crumples the paper scarf.
GM Batpony |
"where is it? WHAT IS IT? AHHHHH!" He seems hysterical at the mention of the iron cave.
Do you guys have any other specific questions or should we move to the woods?
GM Batpony |
Unsure what to make of the presumed mad man's ramblings, the party decides for the Pathfinder's best interest, the investigation would continue into the woods of Witchtop hill. As you journey past the ghost-like town, the incessent buzzing and insects in your face ever continue to annoy you in the silence of a usual town.
At the gates of the town, in the distance sounds of thumping seemingly come grow louder followed by screaming drowned by the buzzing, without skipping a beat, the pathfinder's rush off to witness a wooden carriage, pulled by six horses without a driver, mout of control whilst it moves at dangerous speeds. The carriage sways dangerous from side to side ever balancing of two wheels at any given time. The horses seem to have an appearance of having multiple brown patches, but upon closer inspection, the colouring is clearly coming from blood coming out of hundreds of mosquito bites. The screams grow even louder as the carriage grows more out of control with every second, and it's passengers are at a great risk.
Each of you may attempt one means of rescuing the passengers, if you succeed in a check, please continue to repeat the roll. Each success represents saving one passenger. For level 1 PCs, remember to apply your bonus +1
Leaping onto the carriage: Acrobatics/Athletics DC20
Calming the Horses: Nature DC20
Creating a barricade: Athletics or Crafting DC20
Gros |
I guess I'll do Acrobatics lol I suck at all of these
Acrobatics: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Gros does his best with his limited build and size to jump on the carriage "Gros will help!" he yells as he leaps forward
Kimmo |
Kimmo leaps into action, trying to get onto the carriage.
Athletics check: 1d20 + 8 ⇒ (15) + 8 = 23
With a mighty bound, he manages to grab hold of the side and pull himself up.
GM Batpony |
More than 1 person can do the same thing. Kimmo go ahead and make more rolls until you have failed.
Botting Sunshine
Nature: 1d20 + 10 ⇒ (6) + 10 = 16
Sunshines attempt to force the horses to yield comes a bit short handed as they heed no attention to her words. Meanwhile Kimmo forces his way on to the carriage and is able to pull out a child, but notices inside the carriage two more adults in fear of their lives.
2 more successful checks from Kimmo or Kidron will save everyone on the carriage
Kimmo |
Athletics check to rescue adult: 1d20 + 8 ⇒ (9) + 8 = 17
Kimmo jumps off with the child and rolls, protecting them from the impact. He can't quite catch up with the carriage to save another one, though.
Rolling another couple, in case Kidron has angered the RNG:
Two Athletics checks; needs 12s: 2d20 ⇒ (5, 17) = 22
If it becomes necessary, one more rescue on Round 4.
GM Batpony |
Ah I should have been a bit more clear but it has to be consecutive successes, once you've fail a roll you can't attempt to rescue. Technically Kidron gets one more roll and i'll roll it for now to help the game move on.
Athletics: 1d20 + 12 ⇒ (7) + 12 = 19 Ooff
With a little bit of sheer strength, Kidron is able to slow one of the horses down enough with some form of a makeshift barricade using his scabbard and body to help one more passenger jump off. Before the team is able to react further, the carriage and horses careen off a sharp ridge, shattering the conveyance and killing the last passenger still aboard. The saved passengers are visibly shaken and in shock, but have some form of gratitude that they provide you with any valuable jewelry they have and insist that you take it with you. As you question them about their presence in the town, the indicate they are clueless about the plague and just happen to be travelling in this direction.
Following the ordeal, the team decides the next course of action would be to continue on the investigation into the woods. As you traverse further out of the town, the buzzings start to soften as the density of mosquitoes decrease with a thickening fog. Trekking through the misty woods evidently becomes a challenge to keep track of your orientation at any given time.
Everybody please make survival check for navigating the woods!
Gros |
Survival: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
"Gros hopes someone knows where we are because Gros is lost and all the buzzing is making Gros more confused." Gros huffs as he looks around confusedly, hoping to not lose sight of everyone else.
GM Batpony |
The party struggles at first, branches after branches through the mist unable to get their bearings. But Kidron keeps a keen eye on the boulder set and river trail that Ms Lyon's indicated would be the path leading the Pathfinders to Witchtop Hill. At the peak of the hill, you find a dimly lit grove, through a few rays that penetrate the thick fog, of uncanny, bare-branched trees, with thousands of the townsfolks’ Mosquito Witch dolls nailed to the bark. Curiously investigating the dolls reveals contradictory and confusing information, the dolls are in pristine condition but a patina of grime surrounding them suggest they have been there for a long time.
The woods give an eerie atmosphere, but there seems to also be more to find in the woods.
What do you do next?
Kimmo |
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Survival, T: 1d20 + 5 ⇒ (16) + 5 = 21
The Varki circles the trees, senses keyed to a high level. At one point he pauses, then takes a few steps back and goes over an area of ground, squatting down to look more closely before rising to his feet and walking slowly to the northeast. He bends down every few feet and examines the ground, eventually stopping where the foliage grows thicker.
"Two things: there's a small sword on the ground there. I didn't pick it up. Second, a small humanoid approached here, then ran away into the woods. I lost the trail here. Someone needs to find out if the sword is magic."