Amy --> Sula, Female Vanara Monk
Holly --> Qunna, Female Grippli Fighter
Alex --> Bukka, Male Tengu Oracle
The adventure starts in the small Varisian town of Sandpoint.
Sandpoint has a population of about 1200 people, mostly humans. We're all familiar with the town, having grown up here. There's a few popular places in town:
- The Rusty Dragon Inn
- It's a popular inn and tavern with a big metal dragon on the roof that's quite rusty.
- Run by a human woman named Ameiko Kaijitsu, she used to be an adventurer and people come there to hear her tell stories about her travels. She's been known to give discounts to any adventurer looking for a place to stay who can tell her an interesting story.
- The White Deer Inn
- Another inn and tavern. This is the primary competition for the Rusty Dragon, although it's tough, the Rusty Dragon is pretty popular.
- Cracktooth's Tavern
- Fatman's Feedbag
- Known for giving large quantities of food. Not necessarily of any good quality.
- The Hagfish
- A rowdier tavern where people mostly get drunk and fight. They have a standing challenge where patrons can win money for successfully drinking drinking a tankard of hagfish slime.
Sheriff Hemlock explains that there's been more goblin activity in Sandpoint in recent weeks than there usually is. There's been attacks on caravans traveling down the lost coast. Fortunately, it's been more of a nuisance than anything, a few broken limbs, that sort of thing. The big difference is that this time they've gotten their hands on a stockpile of fireworks. They've been spooking horses and setting things on fire. Generally a real pain.
The Sheriff's solution is that he's going to re-instate the goblin bounty. The town will pay out 1 gold for each intact goblin ear that's brought in. And they'll pay 200g for the head of the goblin chief.
He tells everyone to be careful out there. A week ago or so a party of young people headed off into the swamp where the goblins make their home and hasn't been heard from since. The Sheriff isn't too concerned about them. Lots of young people are running off to the big city of Magnimar lately, and he figures these ones likely have as well. However, he's also offering 50g to anyone who can bring him any information about them that he can tell their families.
We stick around for a few minutes to talk to the Sheriff and get some more details. He tells us that there are several tribes of goblins in the area:
- The Birdcruncher goblins live in caves along the western edge of the Devil's Platter and are known to be traditionally less agressive.
- The Seven Tooth goblins live in Shank's Wood and occasionally raid the local junkyard.
- The Mosswood goblins are the largest tribe, but they don't often cause much trouble, they're too busy fighting amongst themselves.
- The Thistletop goblins hold a very impressive lair, but their involvement in raids on the town in recent years lead to a party of adventurers significantly thinning their numbers.
- The Licktoad goblins of Brinestump Marsh are known for being excellent swimmers, and they're the ones who've gotten their hands on the fireworks recently.
He tells us that there's two entrances to the swamp. The first you come to is called the new fishing path. The second is the old fishing path. There's a halfling named Walthus Proudstump who lives along the new fishing path. He's a little crazy, and lives all alone with his snakes, but he almost certainly knows the swamp better than anyone. He might be able to help out.
We all agree that it would be best to stop by and see Walthus, so we head off on foot towards the Marsh. About 20 minutes later, we pass a small bridge. As we pass, we hear a stick snapping in the woods, and we look and see a pair of glowing red eyes looking back at us, but when we look again, they're gone. We check around in the woods, but aren't able to find anything to suggest that a creature had just been there.
It's a little spooky, but we just carry on. Another 20 minutes pass and we find ourselves in a bog where we notice that it's eerily quiet. There's no typical animal and insect sounds. As we walk a little further we come to a second bridge. Near this one we find a footprint in some mud. It's the size of a human, but none of us can identify the type of creature that left the print. We can tell it's not recent. It's been there for a while.
So we move on. Shadow plays us a song on her lute as we walk. We find a third bridge. On this one we notice that someone has set up an eel trap. Shadow checks it and finds an eel, which she takes. As we leave the bridge we can see a small two story house
in the swamp up ahead. We figure this must be Walthus' place.
We head up to the house. Shadow does a quick once around the house, but doesn't notice anything out of the ordinary, so we knock on the door. We're greeted by a disheveled looking halfing man.
We explain that we've come to investigate the recent goblin activity and we've heard that he's a bit of an expert on the swamp, and that we were hoping to ask him some questions. He seems uneasy, and tells us that he doesn't actually know much about the goblins and that he's rather busy, and it would be best if we kept moving on.
We get the vibe that he's hiding something, so we ask if we could come in for a cup of tea before we leave, we have been walking all morning and it would be nice to rest for a few minutes. He seems to reluctantly agree and lets us in. As he leads us to his kitchen, Shadow sneaks away from the group to look at the rest of his house.
He goes about making some tea. He doesn't seem to be able to find the tea in his cupboards, and when he does, he puts a handful of tea directly into the kettle, fills it with water and sets it on the stove, but doesn't start a fire or anything. We press him a little bit about the goblins and the swamp, but he maintains that he doesn't really know anything about it.
Meanwhile, Shadow has headed upstairs. She mostly finds a couple of bedrooms, but while looking around one, she notices a small hidden door and opens it. Inside, she finds a wounded looking unconscious halfling who looks identical to the one downstairs. She wakes him up, and he seems very shocked. He asks if "it" is still here and mumbles vaguely that "it had no face..." Shadow tells him to stay put.
She sneaks back downstairs and comes into the kitchen with the rest of us and tries to whisper to Sula that she found Walthus upstairs and that this is an imposter. Unfortunately, the imposter hears what she's whispering. As he does, his skin ripples and shifts and he turns into a hideous lumpy looking creature with no face.
He immediately attacks us. As we're all pretty new with our weapons, we all flail around pretty ineffectively not really hitting him very much. Eventually Qunna manages to land a solid blow and the creature goes down in a heap.
We head upstairs and get Walthus and let him know that it's safe to come out. He's quite relieved. And explains to us that the creature attacked him yesterday while he was doing some gardening with his snakes. They had a fight, and Walthus managed to do him some damage, but it wasn't looking good. At a decisive moment, he managed to get away and hide upstairs. He's been hidden there ever since, he thought he was a goner for sure, so he's pretty happy to see us. He also takes some time to check on his snakes in his garden.
Bukka heals some of the injuries that we got fighting the monster, and everyone relaxes a little bit. Walthus offers to make us some tea and is subsequently appauled by the attempted tea the monster tried to make.
Now that we've met the real Walthus, we explain again that we're here to investigate the goblins who've been causing trouble. He's all too familiar with the problems. He says they're usually not much trouble, but they've recently found a bunch of fireworks, and this has given them a big confidence boost. They usually leave him alone, but they've been shooting fireworks at him recently, and he's had to chase them off a few times.
So we ask a few questions:
- Where is the goblin camp?
- It's a little deeper into the swap, he explains. You can either cross a river to get there from here, or you can take the old fishing path from the main road.
- How wide is the river you have to cross if you don't take the old path?
- It's not that wide, but you'd probably still want a boat. He has one that he'd be willing to take us over in. He doesn't want us to take it alone because if we leave it on the side of the river goblins are likely to either steal it or burn it.
- Why are the goblins so much worse behaved lately?
- Just before all the trouble started, he saw a big plume of smoke coming from the swamp somewhat to the west of the goblin camp. He's not sure what it was, but figures it's probably related somehow.
- We saw some footprints and red eyes looking at us from the woods on our way here. Is that the goblins?
- No! He seems shocked that we've seen that. People are calling it the Soggy River Monster. He often notices it watching him when he's in the swamp and he finds it a little frightening.
- Has it hurt anyone?
- Not that he's aware of, but he's lived here for a long time and he knows the swamp really well. It's certainly possible that a less experienced person could be in some danger.
- Have you heard of anyone getting lost in the swamp lately?
- No, but people don't often stop by to visit him. Only the occasional fisherman looking to ask about the best fishing holes.
- Is the Soggy River Monster the only thing in the woods to be worried about?
- Well, there's old Megus, but she's gone quite crazy. He's found some mutilated animal corpses and stuff around. He avoids her as much as he can. If we really want to meet her, there's a third entrance to the swamp that the locals call the Witch's Walk, and it leads to her shack.
- Is she hostile to strangers?
- Depends on her mood. On good days, she might be pretty talkative. She tends to wander the swamp and probably knows it better than anyone else. Walthus himself mostly sticks to the coast, does a bit of fishing and gardening, that sort of thing.
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