Grubber's Hermitage (SPOILERS)


Jade Regent


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Alright will post my campaign notes (and those I am transcribing from paper to digital) for the Grubber's Hermitage adventure. (My apologies if someone has done this already, my search-fu is not the strongest) First off, let me thank James Jacobs (and any others who had a hand in the Sandpoint/GH portion of Book 1), my party really enjoyed the 'extra' encounters and helped them get much more comfortable being 'Varisian'.

Apologizing ahead of time for some bad grammar, diverging from Paizo format, etc. (Once it gets all the way out will update later!)

Background:

As is stated in the Sandpoint entry, Grubber's Hermitage is a small fishing community that trades with Sandpoint. Rough population of 150-200 people (Mainly human, one half-elf (old hermit)), couple of halflings.) Notable NPC's are the cleric of Gozreh: Lenark Windwhisper, mayor: Curtis Villingsworth. Notable locations: Forest of Fangs (where the hermit lives), the Inn known as the 'Crusty Crab', the Church of Goz-reh (overlooking the northern cliffside), the docks, and the cannery.

**NOTE ABOUT THE CANNERY**
And yes, I believe they do not have 'canned fish' or what have you in Golarion. But the idea is a place where they would preserve the fish to be traded to the people of Sandpoint. (There is a pulley/lever crane in there, hope it doesn't break a 'technology' point).

Decent map forthcoming (didn't really need TOO much of it for the party, encounter maps even more forth coming, although map-pack entries would probably work for a lot.

Generic overview of the island: South- Docks East-Inn West-Canary North-Church, NE (far end of island)- Forest

Reason for why things went bad:
(Red Bishop) Mothman used nightmare/increasingly creepiness/mothman powers to sway members of the population. Eventually driving the mob to slay the current priest of Gozreh (as well as any dissidents), except for an old hermit (Ranger, trapmaker (really there to be an ally/inform the pc of what is REALLY going on if they make him at least indifferent). Also propped up one of the cultists to be the new 'prophet' (Cleric) and lead the faithful all sorts of cultist goodness/badness/all hail Pazuzu.

Encounters on the island:

Encounter's of Grubbers Hermitage:

1: Fisherman mishap on the way to the island.
2: Dock greeting by the 'not so friendly mob'
3: Trapped Inn
4: Forest of Fangs
5: Cannery
6: (PT1) What you gonna do when cultists come for you?
6: (PT2) Burn baby burn!
7: Great Church Battle

Generic Playthrough Arc/Storyboard:

1: PC's hear rumour/asked to investigate the Hermitage
2: On boat/ship ride over, encounter the 'Blood Seagull' and experience the 'bad luck' first hand. (Encounter 1)
3: Upon landing, PCs meet the inhabitants of the island (Encounter 2)
4: PCs begin their investigations! (Encounters: 3-5 any order (may not do all)).
6: Once the cultists/PCs know the jig is up, its a brawl in the village streets! (Encounter 6)
7: After defeating the cultists there is one place left to clear: the Church of the Cliff. (Encounter 7)
8: Conclusion/Aftermath


Apologies on the huge delay for this release, lost my notes.. and am rebuilding.

Part 1: The hapenning:

Upon hearing of the rumour: 'hat there red seagull's bad luck!' (and more importantly the chance for coin!), the party set off to talk to not only the mayor, (who tells them of the fishermen's troubles and their offer of 1000g to fix it.) But also to any of the fishermen who say the same thing: "Ever since that Blood gull has shown up, it's been nothing but trouble!!"

Other rumors the party can hear:

"The folks who lived out on Grubber's used to come by every now and then to trade their fish for supplies.... haven't seen them lately. No doubt that gull has them wary!"

"Grubber's Hermitage normally keeps to themselves, not the kindest lot if you know what I mean."

Part 2: The Trip!:

After hiring passage (from some old fisherman too old to care about no blood gulls), out to the island; the party comes across two other boats when (Perception Check! DC 20) the "Blood Gull" can be seen, right when one of the fishermen goes overboard and gets caught in his own fishing net (suffocating him), as the party tries to help, "Red Bishop in gull form", uses that fate ability to do a hydraulic push/torrent (forget the spell name), and knock most susceptible PC (Hopefully in full plate) into the water/net along with.

Whether or not the PC's save the fishermen (who will give them thanks, offer them a free ride back, random rumours), their boat will dock at the southern side of the island. The docks are alive with seagulls (non red) of every sort. (Feel free to have the gulls lined up on pier posts, masts, etc etc ala Alfred Hitchcock's 'the birds'.)

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