Removing the Grim
Restoring the Grimdowns
Background
Huran the Hill Giant King/King of Bones
Huron was a giant king in the Feywild. He led a tribe of 8 families and waged violent war against elf and goblin alike. He was tricked by a faerie and led through the Athla Dew Gate in the guise of a powerful ancestral spirit. After getting his bearings, he continued to wage war in the Riverdans, in the hill country this side of the Athla Dew Gate, as the Grimdown effect grew. Though he died in battle with the elves that were lured through the Althla Dew Gate as well, he nearly killed all the elves. A vial of his blood was gathered in remembrance, the remaining blood would not dry and could not be burnt. It was stolen by goblins at some point from the hill giant steading in the ruins of the old abbey. The goblin shaman was a puppet of the King of Bones at that point, and the evil spirit inhabiting the skeleton wanted to reunite body and blood.
The Vial of Hurans Blood
The vial has the following properties (in the Grimdowns only):
- Conjure Animals (fey) – Goblin 1/Long Rest using DC 16 Intelligence (Religion) check
- Conjure Animals (fey) – Hobgoblin 1/Long Rest using DC 18 Intelligence (Religion) check
Setup – Back Down the River to Athlapoole
Examining the Vial
Although you have the vial of the blood you were sent to collect, it’s done nothing to temper the Grimdowns. In fact, distant howling, odd sounds and lights, and a roiling of the mist covering the Athla Hill Country all take place following the recovery from Kindredale. The vial remains unchanged, though after examining the vial, it appears that it has become flush, there are a few rivulets of blood in it, not just dried blood on the bottom!
Arriving in Athlapoole
You return to the town of Athlapoole, as you arrive in the backwater, a small crowd gathers. Everyone is murmuring, and whispering. Silently, they take the rope you throw and pull you to the docks. A few of the dock men nod at you with tight lipped faces. Welcome back. Never thought we would see you again… not sure about what you did, but it’s having some sorta reaction. You best go see the mayor before anyone gets any ideas that it’s better we end the source of the disturbances.
Visiting The Mayor
Mayor Paul Semits is surprised to see you. His office is next to the Inn, and he stands waiting. I wondered what the commotion was about. That crowd seems peaceful enough, but best you get inside.
The mayor locks the door behind him, and quickly returns to his desk. There is only room to stand for all of you. Well, I have to be frank – none of us expected to see you again. We usually lose the entire boat and all the adventurers seeking their… fortune. I’m not sure what it was exactly you found or expected to find, but its my job to ensure the peace here. We don’t even have a sheriff, not for a generation. I can tell you that for the last several hours, the hills have had a lot of activity. Folk are scared. You best explain your intentions here, because if you are not sure or are not here to solve this problem for good, i’d recommend getting a head start.
IF the PCs want to eave town, and not follow up their experience, then now is the best time. Paul is interested to hep though, if the PCs are honest about helping the town.
Mayor Paul takes a deep breath, staring at your group intently. Well… I see. If you are telling the truth, then it is good news. What do you think your chances are? Not trying to pressure you, but if you are not sure if you can do this quickly and overwhelmingly, then i’m going to ask you to get some sort of grant from the ruling family in Zerburre. You may want to do that anyway… I’m just thinking it will put everyone’s mind at ease that you are working in their best interest.
Calming the Locals
If the PCs stay, they must either have Paul orate or they must orate to the crowd, or they will run the PCs out of town. If anyone is killed, there will be a warrant for the PCs, dead or alive, in 3 days.
Events in Athlapoole After the Group Returns
If the PCs have calmed the locals and stay a few days to rest and relax before returning to the Hill Country. The Grimdowns will start stirring again, and strange events will begin to happen.
- Day 1: Scarecrow seen dancing – A goblin master?
- Day 3: One morning all roosters dead
- Day 5: Fish overturn a boat
- Day 7: Dog snatcher – found disemboweled
- Day 9: Child murders (serial killer – local)
Journey to the Capital of Zerburre
Its only a couple days back to the fiefdom’s capital.
Delivering the News of the Grimdowns Activity
Seeking out the Chamberlin for Historical References
DC 10 Wisdom (Insight) check to understand no one really wants to talk about it. If the PCs must, its best to provide some monetary compensation after.
DC 16 Charisma (Persuade) check to get someone to talk about it. If no compensation is added, the next check on any interactions with the ruling family or its servants will be done with Disadvantage.
If the characters approach them, they say they know little more than what is generally known; Once it was lush low hill valleys and farmlands, a well used trade route. Now a strange fog moves throughout the hills, the dead arose long ago and drove the living out, and no one goes near it. Some isolated reports of Orrish have come out of it raiding the surrounding areas around Athlapoole, and several adventurers have tried their hand at the quest to root it out… none ever returned. We don’t offer a reward, too many lives have been lost. It seems to simply exist, and the effect has not spread in generations. We leave it alone, it leaves us alone.
If the Persuade check had a major result, they will add:
There were tales once of giants raiding the nearby hill country after the strange events began happening, and livestock just turning up dead. But they ended as quickly as they began, and the area grew bigger and the goblin raiders drove the rest out. The family once did in the early days, but now will not sponsor any quests or journeys into it. But know that if somehow someone does lift the “curse”, they will be grateful. How grateful, no one can say for sure, it depends on the state of the land… perhaps a plot to settle, even charge of a small town or village?
Welcome (Back) to Athlapoole
Elements of Athla Hill Country
Old Briarwood of the Summer Valley
The Briarwood is overgrown and untended. It is no longer hallowed. There is no evidence of any conflict or ruins, but the Briarwood definitely looks to be twisted by strange forces. Where a lane of colorful flowers once lead to its heart, it is black tulips now. No birds fly over it, and no small creatures seem to find a home in its environs.
- Bones of animals
- Withering Tulips
- Stirge Infestation
At its heart is the Summer Valley Flower, a bright yellow dandelion looking flower that is drooping and withered. Tearing up the tulips, killing the stirges, burying the bones and ritual (DC 10 Intelligence (Religion)) sacrificing 1 hp hard damage (must be equal to 4 total) will restore the Briarwood for a week until the Druids can re-consecrate it.