"Both sound fun." Veil says, though her tail twitches as she looks over the group. "I too have some work I need some help with, but it can likely wait until after the scarecrow business. It involves someone killing off people by removing their heads. It might take a few days of enjoying some pubs in a not-so-nice area of town, but I will pay for the drinks."
"Hmmm sounds very interesting. Amotal, what do you think we should do first to find out more about these scarecrows?", says the Friar while drying a glass. He puts the glass down and it floats back onto the rack.
"Could we split up our work? Maybe investigate the scarecrows by day and the murders in the city by night? I for one would prefer not being in a field at night."
"Seems a valid use of time." Veil says with a nod. "Likely going to want a drink or three after spending the days walking around fields anyway, so staking out the taverns won't be as hard of a task."
The adventurers set out that morning, exiting the city by the North Gate, so that they can traverse the road through Undercliff and then more easily come to the Docks in the south of the city in the evening.
The first day, exiting the city they are greeted by the sounds and smells of the caravans staging north of the city. All manner of carts and beasts and hundreds of people mull about, preparing for their respective journeys. The earth is trodden hard here and it is not long before the team is through it. They continue their walk as the road eases gently down. Eventually they come to Undercliff Way.
It is a well travelled country road giving access to the farms of Undercliff to the High Road which it intersects. The adventurers continue down this road, noting the quiet of the country in stark contrast to the ever-present drone of the city. The harvest season is approaching and the fields are full. Walls of corn or thick carpets of alfalfa or wading seas of wheat meet them on either side. Less frequently do they come upon a homestead, the dwellings being fairly well spaced apart. Children play, laundry blows on lines, workers tend to the animals and the smaller crops. The only other noises come from the crows who cackle and caw upon trees and from the fields. In the fields, there are of course scarecrows. Yet they do not move, except with the wind.
The adventurers spend the first day walking the length of Undercliff Way, talking to folks along the way. Most of the people here tend to be halflings or gnomes, who even a wheat field could easily swallow after a few steps off a main path. Several tell of livestock maimed and even killed by a living scarecrow that is terrorizing the farms. Most take it seriously and there has even been talk of removing the legitimate scarecrows. A few poo-poo it as the ravings of farm-hands who had either been smoking some soured leaf, or had fallen asleep in the fields and needed cover story when they came in late missing a sheep or two. Some seem to be of both minds, like the widow whose farm the adventurers past early on the road. She seemed secure enough in her small farm with her crops providing a sort of barricade around her little halfling home. Yet she warned the group of travelling off the road, for one never can tell what might come blowing through the fields when the wind comes up. Even the guards at the prison farm had their own take on the matter. Some thought it might be some older kids just having a prank as the season and light of the shortening days start to play on people's minds.
The party made their way, farm by farm along the road, collecting tales both tall and colorful, and many, highly improbable. Yet for every few creative yarns, there was a tale of scarred worker who was caught by the fiend on the way home, or a terrified tot who wouldn't leave her house anymore because of the "ragman" that she saw killing a sheep, or the missing farmer whose family was distraught that they had not seen him since he went out to check the far fields a day ago. These stories and those who told them weighed on the adventurers with a sense of verisimilitude - and dread.
Yet that first day, the adventurer's saw nothing of any 'living' scarecrow.
They stop in the Undercliff village, which is nearer to the South Gate and grab a quick bite at one of many taverns along the way. In the village there is less fear and more 'speculation'. The adventurers decide to call it a day and head to the Dockward.
While Undercliff is quiet, the Dockward is deafening. The adventurers soon miss the clean air of the fields, their noses assaulted by the stench of life pressed close together and infused with the persistent stink of fish. Here too, they find an abundance of taverns, many unmarked, except by the patrons stumbling out of them. Friar Xavier is pleased to see Ilmater's Safe Harbour - a soup kitchen - and vows to come to help here in the future. A few careful questions and the party soon finds itself along the piers, where the locations are better marked, even if the lanterns still are far too often broken or missing their light. Carefully listening to the gossip around them, the party keeps to themselves. One barmaid comments upon the 'bravery' of Amotal, as 'none too many elven-blooded show their ears around here at night anymore - except if they just stumbled off a ship'. Truly, the adventurers note the scarcity of elves about them that night, Amotal being the only one. They listen and enjoy their drinks, but do not see or learn anything more of the gruesome murders that evening.
The second day, the adventurers walk the Undercliff Way until they come upon a farm where there is a deal of comotion. This farm has a large coral where yesterday the adventurers remember seeing several beautiful horses. On one side, the top rails of the coral fence are knocked out and the horses are gone. Several hands and the owner stand by discussing what happened. The adventurers learn that the horses were spooked and ran off. Some blame the scarecrow. The adventurers spend the day walking the fields near this farm in search of the missing horses and keeping an eye open for the scarecrow.
((Each member should roll either Survival to look for the horses OR Perception to keep an active eye open for a scarecrow))
Amotal picks up the track of the horses and begins to lead the group through the fields. As they march behind Amotal, Veil's eyes are in constant motion as she nimbly explores the area. Passing a old gnarly tree, she notices:
A tattered piece of thicker cloth caught on one of the lower branches. It smells of sulfur.
The group continues on, after about another half-hour, they find the horses dispersed across an area in the fields. They have trampled and eaten crops, and seem easily startled. One has a couple long wounds across its flank, as if cruely beaten with a riding-crop or a switch from behind. The wounds still bleed.
"Seems we are on the right track." Veil comments, as she fingers the bit of cloth she took from the branch. She holds it up to the others. "My bet is this came from the thing we seek..."
At the area with the horses, Veil figures they have likely moved past where the scarecrow is, otherwise why would the horses be content to stay in place. "We should likely backtrack and see if we can find any tracks near where I found that piece of cloth." She mentions to the others.
((Will you be trying to bring the horses back? If so, whoever does so will need two animal handling checks - one for the horses generally, and a separate one for the wounded horse.))
The care and healing of the horses, the adventurers manage to get the horses calmed and under control. They take their leads and begin walking them back. They go back to the tree, but find no tracks on the ground, but do find some broken twigs suggesting passage. Whatever came through did not light upon the ground.
While the adventurers continue back, Veil keeps a look out. With her keen perception, she comes across some blackened, squared stones - and realizes these to be the charred ruins of a small house. Specifically, the ruins of a chimney. The house that once stood here is long gone. A hint of sulfur lingers in the air.
“Spooky…..when I heard about a scarecrow I thought of a magical one -animated like a golem, but perhaps it’s some form of undead- associated with this place.” Zera says. She shudders a bit.
The adventures return the horses to the farm. The farmer is overjoyed to see them safe and sound. "Thank you! We would have been ruined if we had lost these."
"Both sound fun." Veil says, though her tail twitches as she looks over the group. "I too have some work I need some help with, but it can likely wait until after the scarecrow business. It involves someone killing off people by removing their heads. It might take a few days of enjoying some pubs in a not-so-nice area of town, but I will pay for the drinks."
"Hmmm sounds very interesting. Amotal, what do you think we should do first to find out more about these scarecrows?", says the Friar while drying a glass. He puts the glass down and it floats back onto the rack.
"Could we split up our work? Maybe investigate the scarecrows by day and the murders in the city by night? I for one would prefer not being in a field at night."
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Seems a valid use of time." Veil says with a nod. "Likely going to want a drink or three after spending the days walking around fields anyway, so staking out the taverns won't be as hard of a task."
"I suppose that could work. Our first task should be to talk to the affected farmers, I think."
“I’m ready!” Zera says. “Been craving some adventure. And hanging out at taverns is also my thing.”
The adventurers set out that morning, exiting the city by the North Gate, so that they can traverse the road through Undercliff and then more easily come to the Docks in the south of the city in the evening.
The first day, exiting the city they are greeted by the sounds and smells of the caravans staging north of the city. All manner of carts and beasts and hundreds of people mull about, preparing for their respective journeys. The earth is trodden hard here and it is not long before the team is through it. They continue their walk as the road eases gently down. Eventually they come to Undercliff Way.
It is a well travelled country road giving access to the farms of Undercliff to the High Road which it intersects. The adventurers continue down this road, noting the quiet of the country in stark contrast to the ever-present drone of the city. The harvest season is approaching and the fields are full. Walls of corn or thick carpets of alfalfa or wading seas of wheat meet them on either side. Less frequently do they come upon a homestead, the dwellings being fairly well spaced apart. Children play, laundry blows on lines, workers tend to the animals and the smaller crops. The only other noises come from the crows who cackle and caw upon trees and from the fields. In the fields, there are of course scarecrows. Yet they do not move, except with the wind.
The adventurers spend the first day walking the length of Undercliff Way, talking to folks along the way. Most of the people here tend to be halflings or gnomes, who even a wheat field could easily swallow after a few steps off a main path. Several tell of livestock maimed and even killed by a living scarecrow that is terrorizing the farms. Most take it seriously and there has even been talk of removing the legitimate scarecrows. A few poo-poo it as the ravings of farm-hands who had either been smoking some soured leaf, or had fallen asleep in the fields and needed cover story when they came in late missing a sheep or two. Some seem to be of both minds, like the widow whose farm the adventurers past early on the road. She seemed secure enough in her small farm with her crops providing a sort of barricade around her little halfling home. Yet she warned the group of travelling off the road, for one never can tell what might come blowing through the fields when the wind comes up. Even the guards at the prison farm had their own take on the matter. Some thought it might be some older kids just having a prank as the season and light of the shortening days start to play on people's minds.
The party made their way, farm by farm along the road, collecting tales both tall and colorful, and many, highly improbable. Yet for every few creative yarns, there was a tale of scarred worker who was caught by the fiend on the way home, or a terrified tot who wouldn't leave her house anymore because of the "ragman" that she saw killing a sheep, or the missing farmer whose family was distraught that they had not seen him since he went out to check the far fields a day ago. These stories and those who told them weighed on the adventurers with a sense of verisimilitude - and dread.
Yet that first day, the adventurer's saw nothing of any 'living' scarecrow.
They stop in the Undercliff village, which is nearer to the South Gate and grab a quick bite at one of many taverns along the way. In the village there is less fear and more 'speculation'. The adventurers decide to call it a day and head to the Dockward.
-------------------------------------------------------------------------------------------------------------------------------------------
While Undercliff is quiet, the Dockward is deafening. The adventurers soon miss the clean air of the fields, their noses assaulted by the stench of life pressed close together and infused with the persistent stink of fish. Here too, they find an abundance of taverns, many unmarked, except by the patrons stumbling out of them. Friar Xavier is pleased to see Ilmater's Safe Harbour - a soup kitchen - and vows to come to help here in the future. A few careful questions and the party soon finds itself along the piers, where the locations are better marked, even if the lanterns still are far too often broken or missing their light. Carefully listening to the gossip around them, the party keeps to themselves. One barmaid comments upon the 'bravery' of Amotal, as 'none too many elven-blooded show their ears around here at night anymore - except if they just stumbled off a ship'. Truly, the adventurers note the scarcity of elves about them that night, Amotal being the only one. They listen and enjoy their drinks, but do not see or learn anything more of the gruesome murders that evening.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The second day, the adventurers walk the Undercliff Way until they come upon a farm where there is a deal of comotion. This farm has a large coral where yesterday the adventurers remember seeing several beautiful horses. On one side, the top rails of the coral fence are knocked out and the horses are gone. Several hands and the owner stand by discussing what happened. The adventurers learn that the horses were spooked and ran off. Some blame the scarecrow. The adventurers spend the day walking the fields near this farm in search of the missing horses and keeping an eye open for the scarecrow.
((Each member should roll either Survival to look for the horses OR Perception to keep an active eye open for a scarecrow))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Friar Xavier keeps an eye open for autonomous scarecrows: Perception: 14
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Veil perception: 19
Zera perception 8
Amotal Survival: 16
Amotal picks up the track of the horses and begins to lead the group through the fields. As they march behind Amotal, Veil's eyes are in constant motion as she nimbly explores the area. Passing a old gnarly tree, she notices:
A tattered piece of thicker cloth caught on one of the lower branches. It smells of sulfur.
The group continues on, after about another half-hour, they find the horses dispersed across an area in the fields. They have trampled and eaten crops, and seem easily startled. One has a couple long wounds across its flank, as if cruely beaten with a riding-crop or a switch from behind. The wounds still bleed.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Seems we are on the right track." Veil comments, as she fingers the bit of cloth she took from the branch. She holds it up to the others. "My bet is this came from the thing we seek..."
At the area with the horses, Veil figures they have likely moved past where the scarecrow is, otherwise why would the horses be content to stay in place. "We should likely backtrack and see if we can find any tracks near where I found that piece of cloth." She mentions to the others.
((Will you be trying to bring the horses back? If so, whoever does so will need two animal handling checks - one for the horses generally, and a separate one for the wounded horse.))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Zera will attempt to round up the horses, assuming someone helps..
22 animal handling general
15 animal handling Wounded..
She says- “that cloth is our last clue, let’s head back that way”.
Amotal dashes over to the wounded horse and casts cure wounds on it, then helps Zera round the two up.
(7 healing)
The care and healing of the horses, the adventurers manage to get the horses calmed and under control. They take their leads and begin walking them back. They go back to the tree, but find no tracks on the ground, but do find some broken twigs suggesting passage. Whatever came through did not light upon the ground.
While the adventurers continue back, Veil keeps a look out. With her keen perception, she comes across some blackened, squared stones - and realizes these to be the charred ruins of a small house. Specifically, the ruins of a chimney. The house that once stood here is long gone. A hint of sulfur lingers in the air.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
“Spooky…..when I heard about a scarecrow I thought of a magical one -animated like a golem, but perhaps it’s some form of undead- associated with this place.” Zera says. She shudders a bit.
The adventures return the horses to the farm. The farmer is overjoyed to see them safe and sound. "Thank you! We would have been ruined if we had lost these."
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms