Well this is disappointing. With the player drops and Adoril's pending deployment, I am going to call it quits for this adventure. You've all participated in enough encounters to earn credit for the module, but if you were interested in what was going to develop, I've included the information in a spoiler below.
I will be sending out chronicle sheets this weekend.
Ravenmoor Spoilers:
It turns out that 200 years ago, a cult of Ghlaunder infiltrated Ravenmoor and began to pervert its worship of Desna. A pair of faceless stalkers would pose as anyone sacrificed, acting as them for a time (Leonard Kriegler was sacrificed a few years ago). However, Elias Kyle managed to kill one before being sacrificed himself. This is all detailed in Kriegler's journal (which you would have found if you later searched the manor). What's even more interesting, is that the mayor is conducting these sacrifices to fulfill an oath to Ghlaunder made by his forefathers--if a sacrificed is missed, then Ghlaunder will take the leader of the town. Mayor Kriegler is mostly acting to save his own skin, and when you encounter him and his cultists (who would have been nude and covered in mosquitos), upon defeat, a powerful insect-like aberration bursts from his corpse. That would have been your 'final boss', and it is a nasty encounter. In the end, only about 30 of Ravenmoor's residents were involved with the cult. The remainder are entirely unaware of its existence and are horrified when they learn who they've actually been praying to, and are more than willing to repent. They take up the process of replacing the mayor with a new candidate, Viorec Korzha, and in time, life in Ravenmoor returns to normal.
Note--forgot something
Ugly Kidd takes 1 point of con damage as the creature's flesh turns into suckers, which begin draining blood from the half-orc's body!
The combined flames of the alchemist's fires and burning hands devour the swarm of mosquitos, the remaining insects dispersing into the corn fields.
The nearby corn glistens in the flames, and you can make out smatterings of flayleaf and strange fungi growing amongst the corn. Light dances along thick spiderwebs that line the side of the maze, giving it a gossamer sheen...
A sudden crash in the overgrowth behind and you whirl to see Leonard Kriegler, the mayor's brother, burst from the foliage.
"DID YOU FORGET ABOUT ME?" he asks, before his face suddenly dissolves into a featureless form covered in spirals. The rest of his body similarly morphs into hideous, scabby flesh similarly decorated with spirals, before striking at Corrin with a sickle.
sickle:1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20 dmg:1d6 + 7 + 2d6 ⇒ (6) + 7 + (6, 4) = 23 No more false life temp hp, down to 13 hp on Corrin.
know(dungeoneering):1d20 + 8 ⇒ (6) + 8 = 14 Corrin knows this is a faceless stalker, a CE aberration with the shapechanger subtype. That's it.
Botting
Corrin backs off from the stalker, grunting "Faceless stalker...in the cornstalks? Seriously?" before casting a spell!
images:1d4 + 1 ⇒ (1) + 1 = 2
There's 3 of him!
Adoril steps into the vacant space, swinging his greatsword at the creature.
You head down the path on the right side. About 80 feet down the curving path, you upset a large group of insects. They group en masse and block the path moving forward.
know(nature:1d20 + 8 ⇒ (16) + 8 = 24 Corrin tells you all it's a mosquito swarm. It's immune to weapon damage (splash and area hit for 1.5x dmg). It also causes a nasty bleed when it hits you.
COMBAT ORDER:
Dejat
UK
Adoril
Corrin
GM1
GM2
Botting Corrin "I wish you would burn that swarm! Yeah!" Retrieving an alchemist's fire, throwing alch fire:1d20 + 4 ⇒ (6) + 4 = 10 dmg:1d6 ⇒ 5 1.5x dmg=7+3 splash, 10 dmg to the swarm!
Ugly Kidd delivers a kneck-snapping punch to the remaining mongrelman. It falls over, one foot twitching violently for a few seconds before going still.
Combat is suspended.
No loot other than three clubs.
You may choose which path to take in the cornfield. Left, Right, or slightly-left-of-center?
Nobody took any damage--the only dmg dealt was 1 CON to Dejat, which isn't enough to trigger any HP loss or penalties. Pushing forward, would like to finish by next week (gencon) so if everyone can try to post a couple times a day it would be super cool!
Everyone nods in agreement with Viorec, it sounds like a good plan.
You head out into the yard towards the corn field, passing a mucky pool that might have once been a passable pond. This muddy cattle pond buzzes with the sound of gnats, and its surface writhes with a thick layer of wriggling mosquito larvae. The stench of rot emanates from the maggot-filled corpse of a dead ox calf that lies half submerged on the edge of the pool, tangled in the vegetation.
As you pass and enter the cornfield behind the farm, the corn here is especially overgrown, in some places reaching almost 8' high. Not far into the field, the path branches in three directions.
Each square of movement in this corn is treated as 4 squares of movement from the density of the natural vegetation. Movement in the paths is not affected.
Corrin reups light on Adoril's greatsword, and as he does so, three misshapen, mutated looking humanoids leap from the foliage, snarling menacingly. Strange boils and wounds riddle their flesh, insects seemingly burrowed into their pores. They carry crude bats, made all the more dangerous with the addition of nails and wire. Dents mark the sides of these cudgels, signifying prior use.
Corrin readies to attack the first enemy to enter range with his arcane strike ability.
know(nature):1d20 + 8 ⇒ (9) + 8 = 17 They're mongrelmen, primitive, mutated humanoids. They seem to be either vicious or driven mad. Either way, they don't seem friendly.
The mongrelmen move up and strike with their clubs!
Readied Bsword:1d20 + 6 ⇒ (9) + 6 = 15 dmg:1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Two sets of clubs clang off Adoril's armor, but Ugly Kidd is not as fortunate as he takes a club to the shoulder! Corrin was able to strike the mongrelman before he hit Ugly Kidd, but was unable to disrupt the blow.
Corrin shouts "I wish this entire town would burn to the ground!", and a cone of fire erupts from Dejat's hands, leaping at the cultists on both side of the window. Unfortunately, both the cultists manage to shake and mitigate the damage from the eruption.
5 dmg each
Corrin moves up the remaining cultist in the entryway, swinging his sword and doing his signature animoo move, arcane striku.
The cultist outside the window takes a moment of introspection before deciding it's better to flee and report back to his leader than die. He sprints away into the path leading into the cornfield.
In the hallway, the cultist swings at ugly kidd
sickle:1d20 ⇒ 11 dmg:1d6 - 1 ⇒ (1) - 1 = 0
The cultist misses again. He calls out in frustration "I'LL KILL YOU YOU UGLY BASTARD!", not noticing that the cultist behind him has decided to flee into the cornfield.
botting UK to see if we can wrap this up.
"JERK!" yells UK, as he does another flurry at the injured cultist.
aaaaaaaand 2 swift punches to the throat ends up killing the cultist.
COMBAT IS OVER.
loot:
7 broken sickles, 7 antitoxins, and 7 doses of that same old poison. Masks, robes, etc.
Viorec says "We got lucky there, if you hadn't gotten the drop on em they would have swarmed us for sure! I don't think they'd be brave enough to try comin in here again, and I can fortifah both the doors and maybe tip a shelf against this broken window...hole up here n keep an eye on Shel. I'll tend to my wounds here and you won't have to be carrying her everywhere! Now go! Save my son!"
It is my understanding that some people have a "if I don't have anything to contribute, I don't have to post" mentality, but this mentality does not serve the play-by-post community when you are in combat situations. I cannot and will not run a module for Dejat and UK alone.
Viorec swingd his axe at the red stirge!
greataxe!:1d20 + 4 ⇒ (1) + 4 = 5 dmg:1d12 + 4 ⇒ (9) + 4 = 13
However, he misses horribly! His axe crashes into the dilapitated floorboards and nearly gets stuck.
Botting/channeling people's inner Peppy Hare
Adoril calls to Corrin and Viorec, "With me, comrades!" before moving to the door, "don't let any of them through!"
Corrin also moves up into the stirges square (tiny, can't AoO), swinging at the green stirge!
The concerted AoO's drop the teal and gray cultists. However, the pink cultist is able to enter the farmhouse! It swings at Viorec, saying "your son will make a fitting sacrifice."
sickle:1d20 ⇒ 2 dmg:1d6 - 1 ⇒ (2) - 1 = 1
Thankfully, the cultist misses (I should note, Viorec has already sustained damage.)
The cultists in the back hall continue their failed advance on UK!
sickle:1d20 ⇒ 8 dmg:1d6 - 1 ⇒ (1) - 1 = 0
The purple cultist climbs through the window, swinging at Dejat with his sickle! When it seems as though the sickle would strike true, the near invisible barrier of mage armor deflects it.
sickle:1d20 ⇒ 14 dmg:1d6 - 1 ⇒ (3) - 1 = 2
The blue cultist lines up behind the window, weighing his options after hearing an awful lot of violence going on within the farm house.
Not sure where you wanted to end up, Adoril. Going to place you in delay, also.
The combined force of Ugly Kidd's punch and Dejat's magic missile knocks the first cultist down (red). The cultists behind him surge forward in the hallway. The one in front swings at Ugly Kidd, missing.
orange attack:1d20 ⇒ 8
Another cultist enters the hallway from an opening in the back wall--there must have been a secret door!
The remaining cultist begin to split off. Some begin tearing at the boards covering the windows, while a small group tries their hand at forcing open the front door.
The front door swings inward under the combined force of the cultists, the makeshift barricade splintering and turning any space within 5' of the door into difficult terrain.
A pair of stirges takes flight off their masters' shoulders from the door, flying into the room, while another enters into Dejat's square from the now broken window.
I've updated the map to better show the area. Cropped out the portion you guys weren't using. I will delete the old map later this week, but am leaving it just for reference to show things' positioning before I transfered everything over.
Viorec readies his axe to attack whatever comes at him.
Trapped in a standoff, the cultists seem to be waiting. They know you're in the farmhouse. Almost in unison, they begin to circle the farmhouse, occasionally shouting to one another in Varisian.
You watch the cultists circle the farmhouse and you could swear a few of them are missing. Moments after you come to this realization, you hear what sounds like sliding boards coming from what was the farmhouse's alchemy lab. You may act on the surprise round.
The front door is the only entrance you are aware of and your lights are giving away your position. The boarded windows also sorta limit your visibility from within the farmhouse.
Viorec grabs his axe and grips it tightly--he is capable and willing to enter combat.
As the cultists get closer, you can hear them making buzzing sounds. Domesticated stirges accompany some of the cultists, lazily resting on their owners persons with the occasional one flapping alongside the group. As the group emerges from the path and enters the yard, they spot the broken scarecrow. A cultist carrying a spear steps forward and seems to give some direction, as somewhere betweren 8-10 cultists begin to surround the farmhouse while the remainder follow the spear carrier into the cornfield behind the farmhouse. One of the cultists heading into the cornfield carries a wriggling burlap sack.
Information and tactical updated.
You are not in initiative yet. Please place yourself on the map where you would like to be.
"Thank you so much! Him bein' safe is all that matters to me! I'm so sorry ya'll good folks had to get mixed up in whatever the hell seems to be goin on."
Answering questions "No and no, me farm ain't safe and I followed the noise to here as
fast as I could."
Still looking out the gaps in the window, Viorec's eyes grow wide "uhhh ya'll might wanna take a look at this..."
Assuming you all go take a look
A mob of masked figures are moving up the path towards the farmhouse. They seem to be moving almost in unison, holding lit torches aloft in one hand while carrying sickles in the other.
You have about two minutes before they will be at the farmhouse.
Not putting you guys in initiative for this, but you have two minutes to prep. The benches, tables, and shelves are the only furniture that can be moved, but will require at least two people working on it. Be reasonable in the amount of time it's going to take you to move anything around.
"I remember wakin up and seein these weird shapes lookin like bug-men, hearin my son cry out. I get up, grab me axe and go for one, but he gets me with some kinda blade. Thing musta had sumpin' on it cuz it knocked me out like that," Viorec says, punctuating the word 'that' with a snap of his fingers. "Next thing ya know I was on the floor next to my bed, my door was wide open, and he was gone!"
Viorec turns around and peers through the boarded up windows, "I heard all sorts of noise comin from this direction, figured it'd be a good place to start lookin'. What I didn't expect was to see more of them masked folks walkin' around. If'n I'd have taken the path instead of the cornfield, I'd of bumped right into a big ole pack of em...maybe a couple dozen of em...what kind of hornets' nest did you kick?"
Viorec seems very credible, you believe every word he says. It also appears that he has no knowledge of the cult's presence in Ravenmoor.
Giving an example of what hour of night it is--don't worry about exhaustion from staying up all night. Between the festival and the time waiting for Adoril's little "tryst", you have gotten incremental rest and won't have to worry about it.
It's about 2:40 AM.
Note that a bit of time has passed to dig up all this evidence. I think 30 minutes is an appropriate amount of time.
Suddenly, the front door to the farmhouse can be heard bursting open. You hear a single pair of feet scuffle around, followed by the sound of what can only be a person vomiting.
A familiar voice calls out "Ornigaard! Ornigaard, where are you?"
Assuming you all run upstairs, ready to find and fight more cultists
In the foyer you find a panting, visibly distraught Viorec Korzha. Blood trickles down his arm from what appears to be a cut to his shoulder. Viorec must have been carrying a greataxe, explaining the dropped greataxe at his feet.
"They took my son! What kind of trouble are you riling up 'round here?" He points at the corpses of the cultists, "They was dressed like them!"
Even the most idle attempt at shifting through the soil reveals the source of the smell. You begin to find several skeletons and even a few fresher corpses. They look like assorted vagrants and crusty jugglers to you, but the freshest corpse catches you by surprise by being distinct from the others. Not only is it wearing a ruined noble's outfit (which clashes with the village's rustic aesthetic), but more noticeable is its head of patchy, red hair.
You are positive this is Elias. The level of decay is consistent with him dying about the time he went missing. More concerning is the manner of death...he appears to have been disemboweled and had his insides stuffed with all manner of gourds, corn husks, and insect parts. The lack of stretched flesh around the wound indicates that this was done while he was still alive.
The effigy of Ghlaunder does not animate. It seems like a regular statue.
As you inspect the source of the smell, it seems stronger the closer you are to the floor. The stench of decay, combined with the dirt-caked shovels and uneven nature of the floor leave grim impressions of what might lie beneath the surface.
Interesting. Oozes have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight, as well as immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
No stagger immunity--here we go!
fort:1d20 + 6 ⇒ (11) + 6 = 17
The snowball connects, but doesn't stagger the slime, and Adoril's strike knocks the slime mold down.
Go ahead and refund yourself a charge, Dejat.
Combat is suspended!
While Ugly Kidd grabs Shel, a search of the cultists and the lab yields the following loot:
Cultist loot
3 more broken scythes, 3 antitoxins, 3 doses of some kind of poison, 3 strange mosquito masks, and 12 gp.
Lab loot, assuming Corrin takes 10 on spellcraft
Despite the disgusting state of the lab, assorted components can be combined into a masterwork alchemy lab (worth 200gp if recovered), as well as 8 more doses of whatever that poison is, 5 vials of alchemist's fire, 2 potions of shield of faith +2, 2 potions of neutralize poison, and a potion of cure moderate wounds.
Also present in the lab are four jars containing some strange sort of gray puffball-like spore about the size of a man's fist.
know (planes):10 + 10 = 20
Corrin only:
These are immature Cythnigot Qlippoth spores. If given a host, they could grow into the same parasite that infected the pig from the festival!
Continuing onwards
This windowless room is lit by a single brass lantern hanging from a rusty nail on the northern wall. Dozens, perhaps hundreds of moths crawl throughout the ceiling’s rotting rafters and on the moldering curtains of boarded windows, the disturbance of their movements causing eerie shadows to wiggle on every surface. Old floorboards have been ripped up in the room’s corner, allowing a flight of earthen steps to lead down into the ground. The harmless moths ignore you as you walk through the room and down the stairs into the basement.
The walls of this low-ceilinged basement are decorated by curtains made out of a mix of thick sheets of webs adorned with countless dead insects. Most of these are flies and mosquitoes, some of which are quite large. At the far end of the room sits a low wooden table on which a hideous shape crouches—a human-sized statue of an insectile monster made from corn husks, dry branches, rags, and bones. Closer inspection reveals the statue has been splashed with blood, and there are several strange wicker figures on the altar. The floor of the room is an uneven layer of moist soil and earth, and three shovels, their blades caked with earth, lean against the side of the stairs. The smell of rot taints the air.
It all makes sense to you now--the altar before you is to the demigod of parasites and disease, Ghlaunder. Also known as the Gossamer King, Ghlaunder is an enemy of Desna, accidentally released by her from his cocoon on the Ethereal Plane. Who placed him there is unknown, though some speculate that he was grown in the corpse of a slain god, while others believe him to be the corrupted scion of another evil deity. The Gossamer King's followers often pose as clerics of other deities in order to infiltrate small communities. Rather than destroy them outright, the faithful of Ghlaunder seek to spread corruption from within and subtly move the unknowing towards the worship of their god. Rather than cause such a group's downfall, the priests wish to subtly live off them as long as possible. Ghlaunder's unholy symbol is a blood gorged mosquito, and his favored weapon is the spear.
What are you guys doing with Shel? Leaving her outside?
Double sure that the aranea is dead, Corrin opens the door.
To the south, this long room is empty save for a large mound of compost covered with tiny black mushrooms heaped nearly to the ceiling in the southeast corner of the room, while to the north, an old kitchen seems to have been repurposed into some sort of indoor garden. A workbench cluttered with pottery stills and glass alembics stands below small alcoves filled with vials and beakers. Dozens of clay vessels rest haphazardly on wooden boxes, each sprouting neatly-pruned shrubs or large, exotic mushrooms. They appear surprisingly well-tended, given the state of the rest of the building, though the roots of several have burst through their pots.
As the light from Corrin's sword spills into the room, the mound of compost begins lurching towards you!
know(dungeoneering):1d20 + 8 ⇒ (15) + 8 = 23 Corrin knows it's a slime mold, a neutral large ooze. It has fire resist, can engulf you, and can give you diseases.
Corrin's charging swing drops the aranea, it rolls over onto its back, spider licks kicking at the air as it writhes around on the ground before bleeding out.
REMINDER: To charge the closest legal square between you and the enemy must at least be 10' away from you. You cannot perform the equivalent of a 5' step and call it a charge. I will treat the first roll as the attack, but will not be as lenient next time.
The first punch misses wide right, but the second punch catches one of the spoopy spider illusions!
is it the real one?:1d3 ⇒ 1
It hits the real one!
Dejat does another magic missile with his wand!
pew pew:1d4 + 1 ⇒ (1) + 1 = 2
Alizna tries to cast a spell defensively!
concentration:1d20 + 8 ⇒ (9) + 8 = 17
Affects lowest HD first, max 4 UK will:1d20 + 1 ⇒ (12) + 1 = 13 Dejat will:1d20 + 4 ⇒ (14) + 4 = 18
Ugly Kidd falls asleep!
Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Botting
Dejat fumbles around as he draw a wand, "MAGIC MISSILE!"
dmg:1d4 + 1 ⇒ (4) + 1 = 5
and the cultist goes unconscious.
Suddenly--five identical strange half-woman half spider like creatures appears in the room, its face is that of the village weaver, Alizna! She lets out a cackle as she turns and ejects web from her spinneret at Adoril!
web:1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Adoril is entangled in the web!
entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
You can free yourself by attacking the web, attempting a strength check, or an escape artist check
corrin know (arcana):1d20 + 9 ⇒ (7) + 9 = 16 It's an aranea, a N medium magical beast with the shapechanger subtype.
There might be something to this whole yelling thing...Ugly Kidd punches the cultist right in the stomach. The cultist lets out a groan, but is still standing.
Ugly Kidd sidesteps one of the sickles, while his armor protects him from the other. Adoril doesn't even have to move.
After striking, the fuschia cultist dissipates into wispy smoke.
Illusion, messed up the order--should have had something else delay to maintain concentration. Fushcia cultist is gone.
COMBAT ORDER:
Ugly Kidd
Dejat
???
Adoril
Cultists
Corrin
Corrin, Ugly Kidd, and Dejat are up!
Dejat you were in delay--let me know if you'd like to stay up near the top or pop out at the bottom of the order.
To deal with Shel--I will say that Ugly Kidd is carrying her over the shoulder. We can say she weighs 110 lbs for the purposes of encumberance. Ugly Kidd has a strength of 18, which means his medium load is 101–200 lbs. While carrying Shel, please account for the following penalties: +3 max dex (to armor), –3 check penalty, 20 ft speed. Shel can be dropped as a free action.
You open the door to the farmhouse. A cold hearth dominates this large room. Between the mostly collapsed internal walls and separate jumbles of crumbled furniture, it seems that this large room may have once been several smaller rooms. A rickety ladder leads to what looks like an upper loft above, visible through several large holes in the overhanging ceiling above. A large wooden cage sits in the southwest corner of the room.
Also inside the room are four cultists, alerted by the large amount of noise from outside.
Twisted and entwined vines of dead ivy drape the rotting columns and broken boards of this rickety porch, creating a thick curtain of vegetation. Now that you are closer, you see a skeleton overgrown by vines. Insects scatter as the floorboards creak under the weight of your steps, and the night sky is abuzz with the dull hum of mosquitos. Peeling the vines away from the wall reveals a door.
Also assuming Adoril will detect evil on the skeleton.
Like any mundane, non-animate skeleton, it does not detect as evil.
Dejat plz update your gear, after that's updated we can continue.
After being successfully treated like Cherita, Shel's screams are now muffled.
Full plate takes some time to put on.
You start moving hay around inside the barn to hide Saul and Ana's bodies under. Furthermore, the state of the barn, farmhouse, and corn left to grow wild, it's fairly obvious this hay must have been carted in recently. Underneath the hay is a grisly surprise. Scattered about the barn are various human bones. The bones are scattered, but there are enough hands and feet to identify that the bones belonged to at least 10 people. Even more strange, there are no skulls among the littered bones.
There's a broken but serviceable pitchfork leaning against a wall you can pick up to clear away the hay. It should only take a few minutes and Adoril's armor will take 4 minutes (with help).
Scattered about the remains you find the following items: a gold necklace (worth 120gp!), a Masterwork light mace emblazoned with the symbol of Magnimar, a pearl, and a mummified hand fashioned into a necklace.
Detect magics
Corrin can identify that the pearl is a Pearl of Power, 1st lvl. The mummified hand is a Hand of Glory.
Corrin Only:
You take a 10 on knowledge nobility or local and know that the mace you've found is the weapon traditionally held by Magnimarian tax collectors who have duties that may take them into remote or dangerous areas.
What are you doing with Shel? What are you doing with Saul and Ana's bodies? I am stating the following to limit potential metagaming--you know the following: 1) there is some kind of cult in Ravenmoor; 2) The cult plans to sacrifice Shel; 3) something is going on in the farmhouse.
There's not much in the way of loot, just some homespun robes, strange masks, 3 broken sickles, 3 antitoxins, and 12 gp.
Shel continues to scream at you until she is gagged, the sound piercing the otherwise quiet night.
The moon is just the harvest moon, Dejat. Autumnal equinox, gave more light into the evening for festivals or so farmers could labor into the night to finish the harvest (hence, the name). Completely mundane.
The pairing of sword attacks is enough to drop the scarecrow. Its remains smolder in a heap.
Combat is suspended, as are the fear effects currently on the party
When you get everyone healed up and back inside the barn, Adoril can put his armor back on. Once conscious, Dejat will say "I wish I had bought items!" and a magical cache will appear for his personal use.
Assuming you unmask and interrogate the cultists/Shel
You are surprised to discover that the two masked figures are Shel's parents. Saul Lupescu bemoans their situation:
"We're so sorry we had to do this! Every year's harvest queen is sacrificed to the Dreamtender on the night of the harvest moon! They were going to make me give up my daughter! Never! The mayor told us we'd need to use one of you as a replacement! You don't know what he's capable of!"
Neither Corrin nor Adoril can confirm what deity these robes are dedicated to. The Lupescus only know the object of their worship as "the Dreamtender".
The Lupescus are otherwise unwilling to share any other info about a possible cult in Ravenmoor. When pressed for more information, each of them states they'd prefer a clean death rather than risk the punishment of those who betray the Dreamtender. Paging Mr. Justicebringer
You could have sworn you heard movement inside the farmhouse--it might not be as abandoned as it looks. You also notice something about the moon...it seems more orange than usual....
Inside the barn. green acro:1d20 + 1 ⇒ (1) + 1 = 2 green dmg:1d6 ⇒ 2 pink acro:1d20 + 1 ⇒ (20) + 1 = 21
The cultists try to jump down from the loft, but one of them does not stick the landing at all. Luckily, the cultist's butt breaks their fall. The prone cultist lets out a groan and tries to get up.
Corrin delivers a quick, upward slice as the cultist stands up. The cultist is bloodied but still has some fight in them! Pink makes an attack at Corrin in retaliation, but misses.
pink attack:1d20 ⇒ 14 dmg:1d6 - 1 ⇒ (5) - 1 = 4
Shel begins to descend the ladder and makes it to the bottom.
Outside
The scarecrow bounces and smolders like some nightmarish creature. It's eyes glow with frightening intensity. It swings once at Dejat and once at Ugly Kidd.