A Friendly Guide
Just before you are scheduled to leave, there is a knock on your door. You open it to find a familiar and friendly face: the elven ranger Shalelu Andosana. You first encountered Shalelu in Sandpoint when she schooled you on the different goblin tribes in the region. She was in Magnimar and heard from one of the merchants that you were buying supplies for a journey east to Fort Rannick. She would like to accompany you. “I am heading that way anyway.” And “I have my reasons”.
ELF FIGHTER 2/RANGER 4 CR 5
Female elf fighter 2/ranger 4
CG Medium humanoid (elf)
Init 4 armor, 16)
Fort 3 (1d6+1/19–20)
Ranged 6 (1d8+2/×3)
Special Attacks favored enemy (goblinoids 15, Survival +10, Swim +10
Languages Common, Elven, Goblin
SQ elven magic, favored terrain (forest +2), hunter’s bond (companions), PC gear, track +2, weapon familiarity, wild empathy +3
Combat Gear sleep arrows (10), potion of delay poison, potions oflesser restoration (2), wand of cure light wounds (25 charges), antitoxin (2); Other Gear +1 studded leather, +1 composite longbowwith 20 arrows, masterwork short sword, amulet of natural armor +1,campfire bead, cloak of resistance +1, backpack, bedroll, climber’s kit, flint and steel, manacles, silk rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter blanket, wooden holy symbol, 8 pp, 2 gp
The Road to Turtleback Ferry
On the third night of your journey, you have set up camp for the evening and set a watch. At Midnight, you are attacked by a pack of 7 Boggards.
(see page 392)
Mayor and Priest: Maelin Shreed (Erastil)
Inn: the Turtle’s Parlor
Tavern: Bottom’s Up
Smith: Irontooth’s Metal Goods
Rumors on Page 395
Most of the locals will direct strangers and adventurers to Mayor Shreed at the Church of Erastil. He offers free spellcasting services to the party if they can determine what is going on at Fort Rannick just north of the town.
Biggest backstory: Things have been odd of late: rains came early, livestock missing, hunters and trappers missing. A month ago, the pleasure barge “Paradise” sunk and nearly two dozen people died. And then they lost contact with the rangers at Fort Rannick. Mayor Shreed sent out a group to find out why and they did not return. That is why he sent word to Magnimar’s mayor Grobaras to assist them.
Casino barge run by a beautiful red-haired woman named Lucrecia. It attracted locals and neighboring villagers, bringing both money and sin into Turtleback Ferry. No one know how or why it sank and efforts to recover evidence have been blocked by particularly vicious fish that have converged around the wreck. (397)
Mark of the Sihedron
Each day, PCs make a DC30 Perception Check to notice people with the tattoo. Most deny they even have it let alone how they got it. But if made friendly, a townsfolk will admit he got it at the Paradise barge. For a small feel, the tattoo would allow admittance to Paradise without paying the cover fee. Also, many received special perks once on board.
Road to Fort Rannick
Old road leading up along the banks of the Skull River. As the party crosses an old wooden bridge to the western shore about 3 miles north of Turtleback Ferry, they should make Perception Checks. The highest check hears a yowl of pain in the woods nearby, like a wounded cat. Kibb the firepelt cougar is caught in a bear trap. As the party investigates and helps the cougar, they hear barking and breaking of twigs as Rukus and his dogs approach.
Kibb the firepelt cougar leads you down a trail towards an old farm. He clearly wants you to go there, so you follow…
The Graul Farm
The Grauls dwell on a sickly farm in a clearing in the forest. The woods around their land are decorated with several hanging cornhusk-and-leather humanoid-shaped fetishes meant to ward off intruders—an investigation of any of these fetishes reveals they’re stuffed with what appears to be a mix of dirt and human hair. A tangled field of corn and other diseased plants grows in the eastern section of their land, while to the north slump two sagging buildings: a barn and a farmhouse. Both have had their windows boarded over, and moss and fungus grow heavy on the shaded sides of the decrepit structures.
Just outside the farm, you are attacked by an 8-foot-tall ogrekin named “Old Crowfood.” Crowfood’s grotesquely deformed head resembles a giant pumpkin on the right side—a huge puffy mass of tumors and overgrown bone giving his head a lopsided look. The ogrekin stalks the perimeter of the farmstead day and night, constantly on the lookout for intruders and working to scare crows and other animals away from his pride and joy: the cornfield.
You defeat Crowfood and his hounds, but now you are faced with how to approach this old, grotesque farmhouse, and what might be inside… (cue banjoes!)