The Bloody Bonerattlers; Scene II; Investigations

This scene, this snippet of the adventure can begin and flow a variety of ways. The first and most direct and obvious is if your party were actually present and played through the Caravan Ambush scene. If that is the case, follow the prompts under this plot article labelled As those will be the ones presented and ordered in such a way as to work from that perspective, as if the PCs themselves were part, parcel and involved/victimized directly by the latest ambush of a caravan.

If instead you and the group you are running for opted for the more freeform and less structured beginnings of the Public Alert, Private Goals option, you will wish to utilize the prompts and parts of this article labelled . As those will be the ones presented from that secondary perspective, where the PCs are not directly involved off the hop, but will be presented amble opportunities to have their interest piqued, to be hooked in, or to have the plot come to them.

Themes

Discovery, Investigation, Society, Sociality, Roleplay

Structure

Exposition



After the assault and the immediate aftermath, your PCs will have a variety of ways they may return to Spruce Point. It is possible they return with both wagons, merely bearing tales of the attack, with mild injuries, or limited losses. Just as possible is that they return alone, harrowed and with no wagons. Perhaps they do not choose to return at all, but instead attempt to track their assailants, which if so, you should skip all this material until a later time, and proceed to utilizing Scene Three. However presuming they return to Spruce Point with tales of what has occurred there will be a variety of events, social encounters and perhaps their own investigations that will wish to occur. How you as a GM flesh out the timeline of these events is up to you, as well as how your PCs are treated. Besides this, there will be some background trait specific things that could come up and may occur depending on the Background Traits each of your PCs took.

Arrival in Spruce Point



As the lead wagon rounds a small bend the trees begin to part revealing a timber palisade backed upon the waters of a river. Trees around the palisade have been cleared out a few hundred feet in every direction, and two sawmills dominate the landscape east and west of the village proper, each within their own small walled compound, with active lumberyards and many woodsman working swiftly to haul out the last of their day's felled trees as the sun is getting a little low on the horizon. Spruce Point, a village of close to nine hundred people, sits along the river known as Pyr's Run and actually controls the road crossing over the river, a small fort on the south bank guarding that side of the bridge itself, the north side the village proper. The village's docks are busy enough, with five or so vessels currently being loaded or unloaded, and another two late arrivals just moving in to tie off to the piers.

The docks naturally sit outside the palisade of the village proper, but are now unguarded. The fort on the south side of the river crossing houses a small river watch station, two crews of ten sailors and marines, along with their families. The crews alternate between patroling the harbor when on shore leave, and patrolling this stretch of river for threats, being out on the water for a week at a time. The hour grows late and as you arrive at the northern gates to the village proper, you are greeted by the local paid militia, basically volunteer guard, whom call out from the palisade above. "Hold! The hour grows late, an' yer wagons bear markings o' one we expected much earlier this day or even per'aps later in the afternoon yesterday."

The voice that calls out is gruff and thick with a heavy northerner accent, almost invoking images of a stone or boulder rolling down a hill. It is likely dwarven though without seeing a face, and from this distance, none of you can place a name to the voice.


Feel free to play this out as you would, and make it as heavy or light of a social encounter as you feel would be appropriate, based on whether or not the dialogue you utilize would need to be changed if they no longer have the wagons. If the NPC drivers are both alive, perhaps your PCs need not even engage directly in this social interaction, however if they wish to let them. If not merely describe a brief back and forth where the drivers let the dwarf know what has happened, the cliffnotes version, and they are permitted to continue into the village.

Any of those whom have no reason to then head with the second wagon to the Evers Lumber and Timber compound along the western edge of the clearing, or to the docks with first wagon to deliver that cargo to the Blackstone Warehouse would be directed to head to the Charcoal Horn on Piner's Avenue along the southern walls of the village, as that would be the establishment that most likely would have room and board left available at this hour of the day. All whom survived the goblin attack will be requested to report to town hall on the morrow sometime midmorning to have statements garnered from them by the local sheriff's deputies.

GM NOTE: From here on out your PCS are in Spruce Point and this scene enters a much more freeform flow. They have the appointment with the sheriff of the Spruce Point constabulary however it was a request and there should be no direct punishment for choosing to skip it, though if they do so and stay in the village, a deputy will at some point in the following day or two track them down and formally request that they accompany her to speak with Sheriff Nardirsson. So presented below are little tie ins for the various background traits for you to work with to engage your PCs on a personal character level for each of them. Besides that, naturally the whole of Spruce Point (Article link to be updated to be here) will be at their, and your disposal.

The Charcoal Horn



Assuming your PCs take the local militia man's advice and go to the Charcoal Horn, they perhaps become as the dwarven woman whom enters the inn/tavern in the alternative second hook in this story. If they are discussing the attack where other patrons can hear, they will soon find themselves having attracted around a dozen or so eager listeners asking all kinds of questions and plying with promises of food and drink. The string of goblin raids is dark tidings but also some exciting gossip, there is a fascination and curiosity gripping the locals about the issue now, especially given the odd nature of the attacks, without any real notable motivation. No gold stolen, no timber or stone, and never complete slaughters, which goes against every bit of conventional wisdom of Greenskin behavior. They don't leave survivors when they raid, unless they are beaten back, in which case most of the greenskins should be dead. Taking prisoners is almost unheard of, a thing of story and tall tale.

Cover-Up Tie-in



Show spoiler
The Charcoal Horn and her proprietor, a Koltani (human) woman named Elsie Grael also has ties to The Hammer, as she has made arrangements to purchase some of his counterfiet coins herself, to start circulating as change and currency, to keep more money for herself. The woman knows of the magister and the minting press and molds that mage is supposed to be bringing with them. They are aware of that individual's name. If that individual is one of your PCs, she will seek them out privately in the middle of the night to find out the state of things after the attack. If it was one of the NPC civilians, she will do her best to not give away what she truly knows of this individual, playing it off as an acquantaince or friend she was looking forward to a visit form, but she will inquire to your PCS as to that person's fate and whereabouts. In this case, your PCs should be allowed a TN 16 Intuition skill roll to detect that she isn't exactly being truthful as to her motives in the questions she is asking. Elsie can eventually be utilized as a driver to get your PCs back on mission as well if they had to abandon the wagons. Done properly she could help guide/influence them to seek out the goblin raiders in hopes of freeing 'her friend' if they were taken alive, or to recover the 'gift' he was supposed to be bringing. How much she would choose to tell them is up to you as the GM. She would likely be guarded with the truth however, as it is a highly criminal enterprise, and the Hammer is not known for being a forgiving sort, even among his fellow dwarves. She can also, depending how your PCs choose to play out their social interactions and how they react to the information they learn should they learn of the intended counterfeiting coins operation, actually send them off on a small alternative adventure, that being Act I, Hook II; Fake Coin, Real Blood which will see your PCs spending most of this adventure not becoming aware of the growing goblin threat until it becomes an epic finale, and instead see them spend most of their time (til close to 4th level) rooting out and confronting the dwarf known as 'The Hammer' and his small gang.


Caravan Guards



Given their direct interaction with the events, and their now potentially direct stake if any cargo (particularly the first wagon) was lost or had to be left behind, Sheriff Nardirsson would be particularly interested in talking with, getting statements from and interviewing personally any PC whom has the Caravan Guard background trait and was part of the latest raid, or a survivor of either of the two previous ones. The Shipper's Guild oft backs their contracts with one quarter of the wages of their guards as a contractual guarantee that key cargo or key individuals will arrive at their promised destination intact. This has limits of course, the complexities understood by the guild and its members more than outside individuals. However this contract in particular will definitely see the guards out 25% of the coin they were promised if the lead wagon did not make it to Spruce Point. Whilst this is not a large amount of gold, this would also negatively impact their standing within the guild, see them less favored and further down the pecking order for jobs.

Nardirsson will likely leverage this, his small deputization budget for emergencies, and attempt to bribe and persuade the guard(s) among the party to aid in the investigation directly with their knowledge of the roads and their immediately surrounding areas, perhaps even going along the roads to investigate each ambush site to see perhaps if they can piece together anything. Furthermore he will likely push about cargo, hoping they know something, since every attack has been a returning Evers wagon team, or pair of teams, always returning from Vorgistal. Nardirsson will not voice anything about his own parrallel investigations but he has his suspicions that the Vorgi mining family deal in more than just fine high quality granite from their quarry. However even the stoic and level headed dwarven sheriff has no clue about the actual true depths of danger the suspected illicit smuggling truly represents. He suspects simple narcotics, or perhaps stolen goods, or illicit poaching from noble estates, maybe even petty resource theft. Voidstone is not even remotely on his list.

Lost Profits



Evers Timber and Lumber is struggling. Its why the lumber family got in bed with the Vorgi to begin with. Jakob Evers, the head of household and founder of the logging outfit, knew from the outset his deal with the Vorgi was a bad one. But he desperately needed the money, because unfortunately he badly underestimated his costs of starting up. Now in year three, his venture would be solvent under ordinary circumstances, profitable even. However the Vorgi hold an axe over him, promising to tear him down timber by timber if they don't get a discount, first dibs on the lumber and of course to cover his lost profits and to keep him solvent, they then pay a pittance to insure his wagons run their contraband. Jakob drinks heavily and has been for about three months now, and his children, particularly his daughter Ameli is highly concerned.

If a PC was a driver and one or both wagons did not make it back, when they arrive at the Evers lumber compound they would witness first hand an absolute loss of control from Jakob, as the elder man, well into his cups that night, finally snaps. He begins yelling at the workers, threatening them, throwing bits of lumber, broken tool handles, and yelling that they are fired. He even threatens the drivers with exposing their involvement with the illicit shipping, though he does not mention what the cargo is, even this deep in his cups, without some forceful (TN 17-19) social interactions of a intimidating or persuading nature (persuade should be harder when he's in this state). He stops short of making it public what the contraband is amongst his workforce, or whom they are shipping it for. However it would only be a TN 11 Lore (Local) skill roll to understand that the Vorgi have much suspicion upon them, given their wealth and power does seem far more than a mere moderately successful granite quarrying operation should provide.

If someone doesn't eventually calm Jakob Evers down, or if a PC who is present doesn't engage him in some way, after a minute or two of this one worker, a Tantur, is struck in the side of the head with an axe handle. The large titan-blood immediately strides up to the elderly man and cracks him one, hard directly in the jaw. There is an audible cracking sound, the sound of Jakob's jaw breaking, as he falls to the ground, unconscious. The large individual then calls out to a younger man staring slack-jawed. "He's your father boy, fetch your mother and one of your brothers and get him to the house. That fractured jaw ought to keep him off the bottle for a week or two at least."

The PC whom is a driver or works for Evers, if he or she is present, does recognize the Tantur. Pol Fir, the woodcutter's foreman. They'd also know that Pol basically sees Jakob as his father and would in almost any circumstance, even one such as this, never take a swing at the old man, and never in a burst of anger like this. Pol is known as a hard worker, a leader, a friendly giant who will push his labor force, but do so down in the work with them, not as a tyrant or overlord. He's a working man's boss, and doesn't have an ill meaning bone in his body. Everyone stops working when he hits Jakob, even the folks a couple hundred feet off dragging the last of the felled trees in for processing the next morning. They all stop dead and stare, utterly at a loss for what they've just witnessed.

Missing Family



This particular trait really makes more sense to be one present in Path 2, however it can be made to work here if a player and GM wish. That will be entirely an addition most easily made by each GM individually at the time, and as such nothing is presented here for that background trait.

Dark and Wyrid Rumors



Upon experiencing and surviving the Horse-Head Horror first hand, and upon the likely discovery of the cause of such a beast coming briefly into being, and the method of delivery (goblin arrow). Any person with this background should be left with many questions and few answers. However one obvious path exists to get more answers, which is to confront the goblins.

That being said, they of course may perhaps stumble upon information, evidence or otherwise of the Voidstone powder, particularly if they have the social aptitudes, skill and will to pursue conversation and investigation of any of the various parties that could be met. Or the stealth and subterfuge to investigate the cargo should the wagons have made it to Spruce Point intact. Perhaps, depending on profession, they have local individuals, such as the local priest who runs the Spruce Point chapel, Aradan Ironeyes Sundimac whom they would wish to consult and discuss the affairs and events with.

Local Militia



If a PC has this background and was in the caravan ambush, they likely will be ordered to take part in an investigation, needing to immediately report to Sheriff Nardirsson, and will be more or less ordered to take part in, or even lead, an excursion to investigate the sites of the three attacks, and to lead an attempt to more or less track down where the raiders are hiding in the wilderness, in hopes of being able to rescue any prisoners whom yet live, though this is considered unlikely, and to deal with the menace if possible. At a minimum to get the lay of the land, pinpoint where the greenskins are holed up, so that information can hopefully be passed on to the nearest military garrison so that they can deal with the menace. Ultimately though, Sheriff Nardirsson will entrust such an individual with full deputization without hesitation, for in knowing/believing there may be other elements at play besides the mere greenskin raiders, he would rather have a local he knows and trusts in charge of things out in the wilderness than some stranger whom has perhaps ulterior motivations.

Shady Business



Any PC tied directly to the Vorgi will have a visitor soon enough, informing them the Vorgi need information, and more importantly still, need certain things buried and buried deep. They will trust this agent/these agents (depending how many players picked this trait) to see that done, since they are in the immediate area and are readily available, and presumedly, got a good look at the goblins involved. Clearly the beasts have been using the powdered product they captured, which means they need to be found, the product reclaimed if possible, or if not, at minimum destroyed so it cannot be utilized in any way shape or form as evidence or fuel for an investigation. They will be well paid for the risks to be taken, but the PC(s) in question will be reminded by their visitor that Ivar Vorgi does not respond well to failure. They may also be tasked to 'remind' Jakob Evers after word of his outburst the night of the caravan's arrival, that discretion is a requirement of his agreement with the Vorgi, and that includes not drunkenly blabbing to a couple dozen of his workers and nearly spilling the tea, as it were, about the sort of contraband cargo being moved. If you wish to run this little aside, by all means. The PCs in question would be under explicit orders not to kill old man Evers, merely to help him understand the delicate nature of his position, something his daughter is all to aware of already. If you do not wish to have the PCs interact with Jacob Evers in this fashion, someone should and they will hear of it later. The Evers family and their drama in all of this has a far larger role to play in one of the Act II hooks, the Dwarf, the Witch and the Void

Eventually the PCs, through whatever motivations and tie-ins individually are required and whether it take hours or days, should have reason to reunite and go back out into the wilderness. If they investigated the cargo of the two wagons that survived and stumbled upon the Voidstone Powder (for those whom did not already know about it if any of them do from their background) they should understand both the risk, and the need to at least establish where the greenskins are holed up. However if not, do not fear as a GM. Simply allow them to pursue other interests, other stories. Let them explore Spruce Point, whatever their desires may be. Just simply track the passage of time, for if they abandon involving themselves in the affairs of the Bonerattler Goblins, eventually the greenskin tribe will force a much larger scale confrontation that your PCs will be swept up in regardless.

Should your PCs be drawn into the wilderness to investigate/attempt to track down the greenskins, as they leave Spruce Point by the northern gate once again, that is the appropriate time to inform them they have reached level 2.



This path sees your PCs merely regular citizens, though their backgrounds will play roles in how they might react to the hook presented. The most obvious to start with is of course the surviving caravan guard. If one of your PCs is that individual, they may be approached by any number of the other PCs whom have a distinct interest in finding out what has happened to the wagons and the cargo, or some other individual whom was to be traveling with those wagons. If none of your PCs took that background trait, then assuredly Avil Nazirok is their most direct and through line for information, though the night in the Charcoal Horn will find her a difficult person to talk to. She is bordering on hostile, though not violently so, with everyone, and cannot easily be made friendly, requiring a TN 20 Persuade to even be made indifferent enough to at least talk to someone about what happened.

However someone could attempt Bribery, and with a TN of 18 realize that someone in that state can be victimized with liquor to have loose lips. For the low cost of two gold suns you could order her four shots of whiskey, which she would without thinking about it, down rapidly with a small nod of thanks. At this point her inebriations would see her demeanor drift from Hostile to merely indifferent, and a TN 15 Persuade could see her more than willing to talk to someone at length about her ordeal and about the wagons, cargo and other people she'd been traveling with at large.

Besides Avil, another large difference in this path of course is the lack of direct connection in regards to Sheriff Nardirsson. The PCs would have no need to talk to the Sheriff (unless one of them has the appropriate Militia background in which case they may be asked to take direct part in the scouting and searching parties to try and figure out where this raiding party or band of greenskins hide between assaults.

Other than the loss of that direct connectivity, which as a GM you can utilize to invoke some interesting decisions depending how bad you want to story-tell Avil's (or one of your PCs) experience to have been, you can present some interesting choices to the private goals of your PCs whom will find themselves likely engaged witht he issue and each other even if not fully sure of each other's reasons. Did any wagons make it back? Did anyone else survive. Did anyone witness the goblins taking prisoners? Did the apostate show themselves in the attack, meaning Avil (or a PC) is aware a magister (though not necessarily aware they were unlicensed) of the Topaz was traveling with the wagons? These are all decisions you will need to make if you choose to utilize this path. From here, below are presented some other important information to consider for each background as well, to insure you have the necessary information to approach weaving the narrative.

Cover-Up



As noted above, the proprietor of the Charcoal Horn has a direct tie to 'The Hammer'. In this path, the question will be if the apostate is alive or dead, and if the minting press made it to Spruce Point, or was captured or the wagon it was on was left. If the Magister yet lives and the press did not make it to Spruce Point, it would not take Elsie long to reach out to anyone she knows, such as a PC with the appropriate background, to touch base about what they should do to 'address' the 'absolute fucking mess' this situation now presents. The minting press cannot be allowed to fall into the hands of the constabulary, or worse, the military. The magister has much the same issue. Now if the mage is a prisoner of the Greenskins that would be all well and good, but they are only goblins. A body would be a better insurance policy. Better still that the magister is alive, and rescued by someone other than the authorities, and quietly disappears to his intended destination, never speaking to local authorities, with his cargo as intended.

Caravan Guard



If one of your PCs is filling the spot that would normally be the NPC Avil, then they would be operating as if on Path 1, and be expected to arrive at the constabulary the next morning to meet with Sheriff Nardirsson and carry forth from there. If one of your PCs decided to take that background trait but have been a survivor from one of the other two previous attacks, they would likely get a visit from a deputy wherever they are staying in a day or two, with a request from the Sheriff to meet and talk on the record and formally. Sheriff Nardirsson would be seeking to establish if the goblins seemed to utilize the same or similar tactics and approaches, as well as if they bore similar clan markings and tattoos or things of that ilk. Basically confirming what the dwarven sheriff already suspects, that its one busy and vicious band, one bloodthirsty group of Greenskins. Establishing cause to send word to the nearest garrison that there is a marked threat from a greenskin tribe that is seemingly on the warpath. Naturally two strikes against small trader wagons does not constitute such a thing, but it is enough for the sheriff to then take the approach with this PC that he would take in Path 1, as well as follow through those trains of thought and those approaches, seeking evidence, location and information to send forth such a report where it can elicit full and appropriate response.

Lost Profits:



In this path, this does not necessarily lend itself to someone being so directly tied in as in Path 1, though that certainly is an option. Perhaps one of our PCs was a witness to Jakob's outburst and they arrive that evening just before Avil (or a PC again, depends on the party you are running for) having borne witness to Pol Fir breaking Jakob Evers jaw, and is a fluster and just bursting to share the gossip and story with drinking buddies at the Charcoal Horn. However that excitement won't last as but two days later, that PC would be among at least a dozen whom should lose their jobs, providing some fiscal desperation and motivation to perhaps consider taking up militia service, or if they decide to confront their foreman or Jakob himself, 'alternative' employment involving trying to get involved with local effort to deal with the goblins. Should that threat upon the roads disappear, Jakob could afford to reinstate everyone's employment.

Alternatively, a PC might be a mercenary, local hunter or tracker, whom a day or two after the events at the Charcoal Horn will be approached by someone on behalf of Jakob or perhaps even on behalf of Ameli (which could set the scene for some interesting events later) seeking to hire that individual's assistance. It is no secret that the Ever's family had and continues to have some solvency issues with their lumber venture, but they always seem to find coin to pay anyone they attempt to hire so their reputation as an employer is a rather shining one, and any such PC should have no real concerns financially with accepting such an offer.

Missing Family



This PC will likely have reason to approach Avil (or the PC whom takes that place), as the intention of this background trait is for their missing family member to have been traveling with the wagons in question if your party is playing this version of events. However they could perhaps be tied up in any number of other plot points as well. Assuming their missing family member was traveling with the wagons, however it should be clear that if asked, Avil will not at first be conversational about it. The dwarf will need to be informed that this PC is in fact (insert relation here) to that individual. Unless it was one of the two drivers or her fellow guard, Avil will not be entirely sure if the missing individual was even present. At this point as a GM you can set up this individual's plot in two different ways.

First off they were there, they were a laborer or a civilian that just traveled with the wagons for safety in numbers. Once giving Avil a proper description of the missing individual, the dwarf will shake her head, and order two more rounds of whiskey.

"Aye they was with us. I nae had a great look around when I came too, but I could 'ear the damned greenskins all around. Vari was dead, the drivers too, 'orses butchered. I remembers somethin' terrifyin', one of the 'orses dying, convulsin' and comin' apart, screamin' bloody murder, the front half charging at us with bony tentacles and fanged maw upon it's chest. It was stuff of nightmares, yet it only lasted mere moments. In those few seconds it killed Vari, two horses and the driver o' the second wagon. The laborers, the driver's assistants they fled along with both civilians, breakin' fer the woods, even though I tried ta yell at 'em not ta, fer the bloody Greenskins didn't stay and fight. They hit hard and fast, dropped the lead driver, the first horse, the one that mutated, and retreated. I thinks they was waiting for that.....thing ta drive people ta flee and to kill those whom resisted. It woulda killed me ta, but it only managed ta just strike me once as the fell magick that held it in our reality failed and forced the nightmare ta cease to be. One blow was enough to leave me unconscious and I would guess lookin' dead. When I came ta, the wagons were untouched, so far as I could tell, on the outside anyways. Inside was a mess, though none of the gold or stone or trade goods were taken, nary even the food. Everything was tossed though. Like they was looking fer something.

I saw (insert relative name here). They was (laborer or civilian). They ran off, heading southeast off the road, inta deeper woods. I can nary imagine the goblins caught up with 'em. They dead, or if'n they aren't yet they soon 'nough will be. Best ta raise that glass, drown yer sorrows an' move on."


A skill roll of TN 14 on Intuition is enough to tell that Avil hates to give such advice, and isn't actually that confident that the people whom ran are all dead. She merely doesn't wish to put individuals in harms way, having them galavanting all over the forests alone, being easy pickings for wolves, bears, goblins or worse, because they hope to find someone whom will likely be dead of exposure if not goblin assault. This is Suranth, the Tundra Realms, and even the summer nights here get dangerously cold

If a PC sits in place of Avil, inform them of what they remember from the assault using this speech to help them imagine what happened, and then let that PC decide how to roleplay and handle this interaction with a fellow PC.

Dark and Wyrid Rumors



Depending on the PC's job whom took this trait this could play out a number of ways. A Magister or Templar hunting the apostate or brought to this neck of the woods due to the stories of strange greenskin behaviors, likely a local in that case, for these issues would not yet be large enough to see the Magisterium writ large respond. However a local graduate whom moved back to one of the larger towns whom has taken a personal interest due to their proximity and concerns of being implicated, absolutely. For a Templar it would be a similar situation, likely someone local, most likely a Storm Lancer, though there are a handful of other Templars in the larger towns in the region at any given time, generally amidst pilgrimage journeys, visiting some of their smaller chapels and congregations, or just traveling to spread the good word and keep up good relations, as the churches are want to do, given the concept of 'Nine Faiths, one Religion'.

Regardless they would both, likely using different methods and approaches, and different social levels of force, wish to speak to Avil (or the PC whom instead is that guard). A Templar's authority is generally not questioned and even Avil would somber up her surly and snarly demeanor the instant someone of that sort of religious and authoritive rank produced rosette and documents, demanding she answer their questions. Co-operation is generally the safest route with Templars and religious authorities on Valerick. A magister would get a much different response, especially if it is Avil or the PC in that 'seat' is a dwarf. Dwarves inherently do not trust magick very much, and dwarven magisters are often shunned or at the very least treated with a unique....distance by their fellow dwarves. This distrust bleeds through to the Magisterium's legislated authority over matters esoteric and occult. Though the churches can be radical and hardline, most dwarves would sooner trust a Templar, even one high on their inqusitorial mood, over a magister. So a magister would have their work cut out for them to talk to Avil, and should treat the TN of any social check they attempt on her as being 2 higher.

A priest perhaps would be expressing concern for the guard in question's health, or perhaps attempting to offer spiritual relief whilst seeking answers and understanding so that they may follow the will of their diety, and help with this current blight in whatever small way they can. A shaman, whilst very different from a magister, has very similar motivations, wishing to insure that this is quelled before templars start showing up. In the case of a shaman it is not because they fear being investigated, but executed, as they are not even licensed in the first place. They are definitionally an apostate. Other professions may have other reasons and versions of these rumors or wyrid stories they are following up on. It could be science, it could be medicine, it could be a number of things. Regardless of the exact details of that background choice that you and that PC worked out, it is very likely that they will have a desire and bone to pick with Avil (or the PC whom instead plays that part in the scene and coming sessions).

Local Militia



The direct interest of someone whom chooses this background trait may not be invoked right away. Indeed they may not immediately react or care to engage with the Avil or the PC whom is in that role very much if at all. However sometime within the next two to three days they will likely recieve a visit from a sheriff's deputy, and be requistioned to appear at the constabulary. Sheriff Nardirsson will be there with a small group of people (among which it is assumed some or all the PCs will be)

"Good yer 'ere. This group o' individuals has agreed ta do a great service fer this community. They intends ta go out in the surrounding woodlands, investigate the scenes of these goblin attacks, and try to discern any useful information. Ultimately, they also hopin' ta track the beasts back ta where they bes lairin', at least get an idea of numbers and where they hidin' out, so I can make a substantial and proper requisiton fer military involvement. Or short o' that ifn its just a handful of the bastard goblins, we can organize a proper militia march, led by meself, and deal with the beasties ourselves. Its our home and our village they hurtin' and so its up ta us first an' foremost ta protect ourselves and be aware of happenin's outside our own bloody front doors! Ta that end, I wants yerself ta go with 'em. Ye know the lay of the land as well as anyone in 'ere, and I trusts yer judgement calls more than that of strangers an' more than most others I could get ta do this right nae. I've already made good wit' yer boss ta requisition ye for the militia fer more than yer normal 1 day a week, and ye'll be paid yer missing wages out o' town coffers."


Sheriff Nardirsson does not have this direct of authority, not like a military commander would, and the militia is a volunteer force, so this PC technically could refuse to do this, however that would be atypical for the local culture, which you should make sure they are aware before this scene. Those whom sign on as volunteers in local militias in Suranth do take a level of pride and a seriousness of responsibility that is not that far off military culture, given that local militias and volunteer groups are often the first and most called upon line of defense for local problems, simply due to logistics. So this would be far from abnormal conceptually, nor would it be a request one whom willingly was a militia volunteer would refuse unless under rather unique and specific circumstances.

Shady Business



Naturally this individual will have pressing concerns of a delicate nature in regards to the attacked wagons and some specific cargo. They likely will have their own reasons to wish to hear from Avil (or the PC in question) though they perhaps will not initially take a direct approach. Perhaps they will try to tail and eavesdrop, being unnoticed, off to the side, seeking to hear of the fates of the wagons. Even if the wagons were recovered and made it back as mentioned they were tossed. Perhaps this individual finds this out and breaks into the Blackstone Warehouse to search the cargo of that lead wagon (the one they'd know was carrying the contraband that they were supposed to get off the skid and into a special lead box hidden amongst other cargo on the docks), only to find it is in fact missing.

This individual will likely be drawn in more out of a hope of perhaps retrieving some of the lost 'cargo' for themselves to make good to their boss, who is rather displeased at the current lack of funds flowing. Alternatively this PC could be a plant in the Militia by the Vorgi intent on helping with the issue, but also focused on insuring no evidence that the goblins could have upon them or in their possession or camp ever makes it into hands of authorities that might put two and two together, including any of the formally precious cargo itself. The Vorgi would have been very clear in their instructions. Anything found, contraband or otherwise, that could link anything about 'the cargo' to them and their quarries should be destroyed on sight before it can fall into hands that may cause mischief.

Utilizing the above information, guide your players through their stories, allowing it to come together to hunt the goblins (or not) as it will in Spruce Point. This path is a lot of heavier lifting by you the GM as your party isn't tied together from the trauma of surviving the goblin assault together, however it can be quite satisfying from a story-telling perspective. Once the time comes that they are moving onto heading out to investigate the sites of the attacks and attempt to track the goblins (or that they are moving forward onto a different hook you've presented them), they should reach level 2.

Conflict

This is much more of a freeform phase with any 'conflicts' or 'encounters' being of a social or stealth variety requiring more of the GM in the moment to consider what is happening all around the situation to decide difficulty and the skill rolls required. As such, there will be no hard and fast set 'conflicts' or 'encounters' presented here. The above structural breakdown of rough events, combined with the full dossier and setting document for the settlement of Spruce Point (link to be added when completed) should provide enough contextual information for a GM to work with from there. For Path 2 especially, this opening act will require a lot of roleplay heavy lifting and GM heavy lifting in the narrative weaving of events, however the end results can be well worth it.

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