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Subject: [IC] D0: Hollow's Last Hope rss

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Dave Bernazzani (@rpggeek)
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Image (c)2007 by Paizo Publishing, All Rights Reserved


Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to the pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can't be bothered to stop it.

In the past week, numerous residents of Falcon’s Hollow have fallen ill, each suffering from the same hacking affliction. Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor, and already at least one town elder has been claimed by the wheezing death. Fortunately for Falcon’s Hollow, a canny local herbalist named Laurel has traced the source of the malady to Brookman’s well, a small spring on the edge of town, and a rare fungus called blackscour. By banning the use of the spring, the town constabulary hopes to prevent further infection, but such measures offer little respite to those already afflicted.

While Laurel has attempted numerous treatments, she has been unable to cure the disease. She lacks the reagents to brew one last unusual medicine, though all the necessary elements can be found within nearby Darkmoon Vale. Thus far, though, no townsfolk have dared to venture into the wooded reaches and secure the ingredients for this potential cure.
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  • Last edited Wed Jan 25, 2012 4:01 pm (Total Number of Edits: 1)
  • Posted Wed Jan 25, 2012 3:23 pm
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You have come from different backgrounds you realize that together you are stronger than any one individual. You have gathered at Falcon's Hollow - some of you traveling there and some of you hail from the area. Merisel has been in town long enough to form a professional relationship with the Laurel, the local herbalist. Kyra has been here for some weeks, working on trying to find a cure for the sick. Valeros, her traveling companion, remains at her side but feels unable to really help with the scientific search for a cure and is itching for something more physical and direct that he can help with. Gruff has been spending most of his time in the local Tavern - hearing stories of the sick and the search for a cure. One night he was boasting about how he will help save the sick and restore the town to health and prosperity. Apparently, the boasting was overheard by the Town Elders who have signed him up for duty! Ezren came to visit his niece, but when he found out about the sickness and the worry he saw on her face, he has lent his services to the group.

What would you like to do first?

This can be anything you like, form talking to townsfolk to exploring to asking questions about what your character might know. It's very free form.

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  • Last edited Sun Jan 29, 2012 6:55 pm (Total Number of Edits: 3)
  • Posted Sat Jan 28, 2012 6:09 pm
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Deane Beman
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Rumor has it that there is a drunken dwarf in town boasting of his readiness for adventure. I think I'll seek him out.
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Faeryn Blackcloud
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Before heading off in search of the herb that we need, Ezren wants to know as much about it and the area where it is found as possible; what it looks like, and what sort of dangers may exist in the woodlands.

After a nice home cooked meal with his niece he tells her that all be well soon and heads off to speak with Laurel, the herbalist.
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  • Last edited Sat Jan 28, 2012 10:44 pm (Total Number of Edits: 2)
  • Posted Sat Jan 28, 2012 10:42 pm
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Dave Bernazzani (@rpggeek)
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Mulligans wrote:
Before heading off in search of the herb that we need, Ezren wants to know as much about it and the area where it is found as possible; what it looks like, and what sort of dangers may exist in the woodlands.

Excellent. You go out over several days and talk to the townsfolk and try to gather together as much information as you can. Please give me a Diplomacy Check (roll a d20 and add your Diplomacy Check... which for you is -1).

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Anthony
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After finishing my morning prayers, I reflect on the futile time I've spent here in Falcon's Hollow. I was sure this was a situation I could help in and make a difference, but a month has gone by and I'm no closer than I was when Valeros and I arrived. I feel that I was sent here, but I can't understand why. My spells and prayers help but have not stopped the plague. Sure, my Channeling of Energy has made the afflicted feel better and slowed the progress but it hasn't cured them. Three times I've rebuked death and kept some of the local citizens alive...but I can't be there everytime one succumbs. There must be something to cure them.

Laurel seemed very upbeat last night that she may have a possible cure. I think I'll find Valeros and headover to the herbalists and aid her in her ministrations of the sick and channel energy over the worst of them. Then I will ask Laurel what she needs from us to help in her search for a cure. There are others in town that Valeos has been speaking too that could aid in searching out whatever it is Laurel may need.

Well I better grab Valeros and head over there and find out what breakthrogh she mde last night and lend my help aiding the sick.


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  • Last edited Sun Jan 29, 2012 12:53 am (Total Number of Edits: 1)
  • Posted Sun Jan 29, 2012 12:52 am
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Kyra, you head over to Roots & Remedies, the name of Lauren's herbalist shop. She is a kind but tough woman who is doing her best to help the sick. Her shop has been besieged by the sick, families of the sick and hypochondriacs since the outbreak of blackscour taint.

Every day 2 or 3 people die of the illness which sees no end in sight. Shutting down the tainted spring has slowed the spread of this malady but there are hundreds who are infected and while not all of them will die of the sickness, many of the very old, very young and the weaker will perish if a cure is not found.

Although there are several other clerics in this town (of almost 1500 people), only one seems to show any interest of helping the sick. A woman named Lady Cirthana (LG Cleric of Iomedae). The rest seem to do less than their part due to fear of catching the illness.

You've noticed that Lauren tries to honestly help those in need - though it usually comes down to bed rest and doses of pungent black under-root tea. She even gives away some salves and herbal remedies to those who can't pay... but is also not above overcharging a deluded rich hypochondriac or selling a bit of snake-oil as a cure-all... it helps pay the expenses after all and it's not easy to survive out here.

When you and Valeros arrive at the Roots & Remedies, there is a long line of 20 people waiting to get in. Every day it gets worse - today seems the worst yet. The building stands much as it always has, creeping ivy and full window boxes cover the facade of the two-story shop. Above the door, a faded wooden sign: Roots & Remedies along with the hours of operation which are largely ignored these days. Some of those in line are pale, wheezing children and elderly which look rather sick.

Do you want to wait in line? Cut in? Go right to the door? Or anything else you can think of...?
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  • Last edited Sun Jan 29, 2012 2:15 am (Total Number of Edits: 2)
  • Posted Sun Jan 29, 2012 1:19 am
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dbeman wrote:
Rumor has it that there is a drunken dwarf in town boasting of his readiness for adventure. I think I'll seek him out.

Finding him isn't hard... as he spends most of his nights and more than a few days in the local watering hole. The Tavern of the Owlbear is usually busy - but especially so today as you enter and see Gruff, our intrepid Dwarf, holding court. He is boasting about how easy it will be to get this cure and get the town back up and running again.
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Deane Beman
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I do my best to blend into the crowd listening to the Dwarf boasting of his prowess...but I fear my incessant eye rolling will betray me. I've been nursing a single drink for the better part of an hour while those around me slip deeper into innebriation. I need to stay on top of my game; and it is always advantageous to be the only sober person in the room.

I'm trying to listen discreetly to a few side conversations to learn something useful about Darkmoon Vale.
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Dave Bernazzani (@rpggeek)
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dbeman wrote:
I'm trying to listen discreetly to a few side conversations to learn something useful about Darkmoon Vale.

Sure - you keep your eyes open and ears peeled. Moving around a bit to hear different conversations. Please give me a Perception check (roll 1d20 and add your perception modifier - this is a Rogue's bread-and-butter so you will notice you get +7... so you will roll "1d20+7")
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Deane Beman
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Perception check 1d20+7 = (4) + 7 = 11
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dbeman wrote:
dbeman previously rolled 1d20+7 = (4) + 7 = 11 (Perception check)

Okay, you pick up bits and pieces but its hard to get a full grasp on any sorts of truths. Some rumors, however, are that the Lumber Consortium has turned a blind eye to the problems of Falcon's Hollow. They live mainly in the lumber camps where the affliction hasn't quite reached. The Vale itself is ancient - and slowly being depleted as the desire for more and more lumber increases. The consumption will, eventually, reduce the forest significantly. Few venture into the forest - mostly the lumberjacks work around the periphery and push back the borders of the woods.

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wavemotion wrote:
dbeman wrote:
dbeman previously rolled 1d20+7 = (4) + 7 = 11 (Perception check)

Okay, you pick up bits and pieces but its hard to get a full grasp on any sorts of truths. Some rumors, however, are that the Lumber Consortium has turned a blind eye to the problems of Falcon's Hollow. They live mainly in the lumber camps where the affliction hasn't quite reached. The Vale itself is ancient - and slowly being depleted as the desire for more and more lumber increases. The consumption will, eventually, reduce the forest significantly. Few venture into the forest - mostly the lumberjacks work around the periphery and push back the borders of the woods.



Interesting. Not world-shattering...but interesting. I'll continue to keep an eye on that dwarf; maybe follow him when he leaves the tavern.
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Anthony
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I turn to Valeros and say "Looks like todays goign to be a long one. I'm headed in to see where Laurel needs me. I can't turn away from patients who need my particular skills. If you meet me at closing, we can talk to Laurel about this new idea she has for a cure. Well I better get inside, you know where ot find me if anything turns up."

I approach the door and am sobered by the realization that I now know the names of many of these people...a subtle reminder that my help has been minor and their afflictions still great.

As I walk in I see Laurel. I pray silently for the lives of these innocents and wait patiently until she is done with the frail man tha she is rendering aid to. I then ask what she needs me to do today.
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Deane Beman
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Damn but that dwarf can drink. I guess I'll head over to Laurel's and pick something up to put in his drink and perhaps hasten his departure. Chances are he'll still be here when I get back.
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Faeryn Blackcloud
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wavemotion wrote:
Mulligans wrote:
Before heading off in search of the herb that we need, Ezren wants to know as much about it and the area where it is found as possible; what it looks like, and what sort of dangers may exist in the woodlands.

Excellent. You go out over several days and talk to the townsfolk and try to gather together as much information as you can. Please give me a Diplomacy Check (roll a d20 and add your Diplomacy Check... which for you is -1).



Diplomacy Check 1d20-1 = (9) - 1 = 8
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Mulligans wrote:
Mulligans previously rolled 1d20-1 = (9) - 1 = 8 (Diplomacy Check)

You gather some information but as you don't have much tongue for small talk, you don't get as much as you had hoped. Mainly you discover that Laurel has a potential remedy (it is completely untried, by all accounts) that requires a number of components to concoct. Sadly, there are several reagents that she would need but does not have access to. Rumors are that these reagents can be found in the nearby Darkmoon Vale - the forest which the Lumber Consortium has been slowly depleting. Other bits of information are conflicting, but one thing you do discover that rings true is that there is a wood warden named Milon Rhoddam who was hired by the Lumber Consortium to help patrol the woods and keep the tree herders safe. He is one of the longer standing citizens of Falcon's Hollow and has a nephew who has taken ill with the blackscour taint. If anyone from the area knows the forest, it is he. Milon does not live in the town proper anymore - preferring to stay in the makeshift log cabins built in the lumber camps.


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dbeman wrote:
Damn but that dwarf can drink. I guess I'll head over to Laurel's and pick something up to put in his drink and perhaps hasten his departure. Chances are he'll still be here when I get back.

Are you looking to pass him out or sober him up?
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Yoren wrote:
As I walk in I see Laurel. I pray silently for the lives of these innocents and wait patiently until she is done with the frail man tha she is rendering aid to. I then ask what she needs me to do today.


The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s rear, a rail-thin woman with severe-looking spectacles and hair pulled back tightly busies herself between an over-packed rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth. Over the din of her work and without looking up to even see who it is, the woman impatiently shouts, “And what’s your problem?”
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wavemotion wrote:
dbeman wrote:
Damn but that dwarf can drink. I guess I'll head over to Laurel's and pick something up to put in his drink and perhaps hasten his departure. Chances are he'll still be here when I get back.

Are you looking to pass him out or sober him up?


I'm hoping to discreetly get him out of the tavern to have a word with him away from prying ears. Perhaps he may do so if he's feeling ill?
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dbeman wrote:
I'm hoping to discreetly get him out of the tavern to have a word with him away from prying ears. Perhaps he may do so if he's feeling ill?

As a rogue you can assume that you have a few small concoctions already (you are, after all, a regular at Roots & Remedies). You mix up a little something that causes Gruff to feel a bit less stable and a bit more claustrophobic in the crowded tavern.

However, we'll wait for Gruff to decide if and when he leaves the Tavern as I don't want to force a PC into action.
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wavemotion wrote:
Yoren wrote:
As I walk in I see Laurel. I pray silently for the lives of these innocents and wait patiently until she is done with the frail man tha she is rendering aid to. I then ask what she needs me to do today.


The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s rear, a rail-thin woman with severe-looking spectacles and hair pulled back tightly busies herself between an over-packed rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth. Over the din of her work and without looking up to even see who it is, the woman impatiently shouts, “And what’s your problem?”


"Laurel, Its me...Kyra. I'm back to assist as I can. My healing skills are not as developed as yours but such as it is, is still at your disposal. What do you need?"

I really want to remind her to sleep, but she about threw me out last time I suggested such.
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This Milon Rhoddam fellow may have some valuable information if we can find him.

Ezren figures he should regroup with the others, see what they have learned, and check out the lumber camps together. He heads for the local tavern, in search of his new found companions.
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wavemotion wrote:
dbeman wrote:
I'm hoping to discreetly get him out of the tavern to have a word with him away from prying ears. Perhaps he may do so if he's feeling ill?

As a rogue you can assume that you have a few small concoctions already (you are, after all, a regular at Roots & Remedies). You mix up a little something that causes Gruff to feel a bit less stable and a bit more claustrophobic in the crowded tavern.

However, we'll wait for Gruff to decide if and when he leaves the Tavern as I don't want to force a PC into action.


I figured we might not here from Gruff until after the weekend; my intent to go to Laurel's was so that I could bump into the other PCs. But that's OK...I'll just stay put & see where this takes me!
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Yoren wrote:
"Laurel, Its me...Kyra. I'm back to assist as I can. My healing skills are not as developed as yours but such as it is, is still at your disposal. What do you need?"

I really want to remind her to sleep, but she about threw me out last time I suggested such.

Laurel finally looks up when she hears the familiar voice. "Kyra! You're not normally out and about from the infirmary during the day. Is there a problem? Well, beyond the obvious problem we're all dealing with? As for what I need... a cure would be nice. Sure, business is booming right now but its not quite the kind of business I want."

The infirmary is a makeshift add-on to the local church where Kyra and others have been trying to heal the sick and care for the dying in their final hours. The Herbalist shop is more holistic remedies which many of the townsfolk believe helps - some of it may be psychological but certainly Laurel can at least provide them some comfort from the hacking cough with her concoctions. The other Clerics in town think what Laurel is doing is dishonest - selling what amounts to smoke and mirrors instead of something that will cure the people. As far as the religious sect goes, Kyra acts alone in coming to see Laurel.


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