Witch in the woods
Summary
The party are hired to remove a witch and her minions who are terrorising a village. The request can be completed as stated but if the party spend anytime questioning what is going on they will find out there may be another threat which needs dealing with. The adventure contains several potential combat encounters, a maze, and some opportunities for role-playing while gathering information.The region
This adventure starts in the town of Lakewatch, which unsurprisingly sits beside a large lake. The following map can be shared with the players. Lakewatch is the only large settlement in the area, and is the only place that has weapons, armour, and potions for sale. Clerical services such as healing are available from the Church of Tarin and the Church of Merial. The ruler of the town, Baron Retlim, claims lordship over all of the settlements in the area, and is therefore responsible for their protection.Introducing the adventure
Depending on if you are running this as part of a campaign or as a one off there are a few ways to introduce this adventure to your players.The lord of the region has put out a call for mercenaries to help deal with a threat that would be problematic for a large group of soldiers.
Like many towns there is a tavern frequented by mercenaries that has a note board on which people place job requests. Unusually this one comes from the local lord.
The Adventure
Being Hired
Whichever way the party receive the quest they will be directed to a functionary in the Baron's castle named Bruno. Bruno is a human male in his mid thirties with short black hair, wide-set brown eyes and bulbous nose. He stands about five and half foot tall and is missing his right arm. He is dressed in the plain brown tunic typical of the clerks who work in the castle. After greeting the party he will launch into an explanation about what is happening.Bruno will answer questions as needed. The reward
- Get rid of the witch (100gp).
- Bring proof that the goblin chief Taltak is dead (50gp).
- Bring back word from Perdil that he is convinced there will be no further trouble (50gp).
- Is called Moira and is said to be the spawn of a fiend.
- Lives in the woods and cannot be found unless she wants to be.
- Has a tribe of goblins under her command.
- Wiped out the fishing village of Gillen.
- Turned a farmer named Felipe into a horse and used him as a mount for several months when he went to get aid for his sick daughter.
- Is feared by the villagers outside of Hubin.
- Hamlet to the south.
- Contact will be the innkeeper, Perdil.
- In addition to the murder, Perdil has sent word that there has been other trouble but wasn't specific.
Exploring Hubin
Hubin is never busy but depending on when the party arrive they may see no-one around. Most people will be working indoors during the day or out in the fields. In the evening a few people may be found on the green infront of the inn. Similarly the Couatil will be deserted apart from Perdil during the day, and will fill up in the evening. Even when it does fill up a successful DC 10 Wisdom (insight) check will allow the group to notice that there is none of the usual noise of an inn, with most just staring morosely at their drinks. As soon as the group enter the inn Perdil will hurry over to them with a slightly forced smile.The Witch
- Called Moira.
- Has dark blue skin, a tail, and horns but isn't bad.
- She helps out the villagers at times, but not for free.
- She did destroy Gillen, but only after warning them about overfishing the lake, and gave the people time to flee.
- The other villages are jealous of Hubin's witch.
- Moira helps keep the goblins from bothering them.
Doesn't even Seyr teach that help freely given is soon forgotten
The Murder
- A man (Braca) killed his brother (Zoly).
- Braca just walked up to Zoly and stabbed him.
- Braca was restrained by the other villagers and locked up in the Couatil's cellar.
- Perdil found Braca dead several days later. He had been eating and drinking normally.
- He doesn't know why Braca killed Zoly.
- Perdil will allow them to inspect the cellar but there is nothing unusual in there.
- Passing a DC 15 Charisma (Persuade/Intimidate) check will encourage Perdil to reveal that the brothers had only ever had a serious disagreement over Talula, the village smith, when she took a long time to choose between them. She evenutally chose Braca.
Strange Goings on
- The people of Hubin are suffering from nightmares. They started several weeks ago, just after th murder.
- People aren't sleeping well and getting more and more irritable.
- In the nightmares people see confirmation of the evils they have suspected others of commiting against them.
- Arran, a travelling Guide from the Church of Seyr, thinks it is just a reaction to the shock of the murder.
The party may wish to speak to Talula, the village smith and recent widow. While still clearly upset by the loss of her husband (Braca) she will be willing to answer a few questions.
- She is sure the witch is behind everything including the death of her husband.
- She woke one night to see Moira leaning over her husband. A successful DC 20 Charisma (persuade/intimidate) check will get her to reveal that she didn't see Moira's face, just blue skin and horns.
- A DC 10 Charisma (persuade/intimidate) is required to get her to reveal that Moira had threatened the brothers if they didn't stop visiting a set of ruins. Zoly hadn't wanted to stop as he was keen to uphold the light and defy the evil witch. Braca had gone along with him.
- The two brothers went back to the ruins but she will claim they didn't bring anything back. A DC 13 Wisdom (insight) check will reveal this to be a lie. A DC 15 Charisma (persuade) check will convince her to reveal that Zoly brought back a golden amulet.
- She isn't sure exactly where the ruins are, but thinks they are to the north-west of Hubin.
If the group haven't offended Perdil then he will agree to allow them to search Zoly's home and will give them the key. Apart from regular furnishings the party will also see a book - Defending the Light. This book sets out the principles for a breakaway militant sect of the Church of Seyr. A DC 12 Intelligence (investigate) check will allow them to find a loose floorboard beneath which is a small pouch. Inside the pouch is a golden amulet. A DC 14 Intelligence (Religion) check will reveal it has th emblem of the Radiant Sword, an order of fiend hunters from the Church of Tarin. If a character belongs to this church then the DC is 10. Resting over night
If the gropu decide to rest overnight in Hubin there is a chance for another encounter. Imogene will attempt to visit a member of the group using Nightmare Haunting. If another member of the group is keeping watch they may notice this with a DC 14 Wisdom (Perception) check. If they pass they check they will see a figure with dark blue skin, horns and indistinct features leaning over their comrade. If the person on watch makes any move they will disrupt the haunting and the figure will disappear. Moving on
Once the party are done with exploring Hubin, Perdil can set them on the path to find Moira if they want to locate her. With no clear directions for where to find the goblins or the ruins these will be difficult (DC 15 Wisdom (survival) to find some trace of the goblins) but not impossible to find if the group want to spend time exploring the forests. Any night the group take a long rest there is another chance for another visit from Imogene.
The forest maze.
The forest has been enchanted by Moira to help hide her home. Moira and her home are under the effects of a non-detection spell preventing scrying or a locate spell from finding her. The forest has many twisting paths and trails which create a natural maze. This is further enhanced with spells to confuse intruders’ sense of direction.- Statue facing in the direction to go (zone 22).
- A rusted sword lying on the ground (zone 4)
- A swarm of wasps that when killed will form an arrow in the appropriate direction (zone 10).
- Trail sign indicating the path to follow (zone 16).
- A dead tree in the middle of the area with a branch pointing in the right direction (zone 18).
Beyond the Maze
On the far side of the maze the party will trails heading off to the west, north, and east. A successful DC 15 wisdom (survival) check wil reveal that there are different tracks on each trail.- The trail to the east shows signs of the passage of goblins.
- The trail to the north has animal tracks including bear and boar tracks.
- The trail to the west has tracks that look like they were made by humans.
The Goblin Camp
The goblins have set up a camp in the forest. A wide path winds through the treesup to the camp. The path is blocked part way along by a wooden barrier behind which stand two goblins armed with bows. A further 12 goblins, a goblin boss (Taltak), and a goblin priest (use the stats for a priest from the Monster Manual) are within the camp. A DC 15 Wisdom (Survival/Perception) check will reveal an animal trail which provides another entry route into the camp. A DC14 Dexterity (stealth) check is required to move along this unnoticed. The goblins are not inclined to talk to those not of their kind but if the party do find a way to get Taltak to talk them they may learn that:- The goblins have tried to abide by Moira's wishes that they not attack the villages.
- The villagers attacked them first. They then responded with their own raids on the villages.
- Taltak can be intimidated (DC18) into taking his group away from the area.
- If Taltak is killed Yerin (the goblin priest) will take over the band and can also be intimidated (DC14) into taking the remaining goblins away.
- 10 quivers of arrows.
- Barrels of water.
- Barrels of grain.
- Crates containing cloth and leather.
- 12 flasks of oil.
- Pouch containing 3 silver, 78 copper.
- 14 days of rations in dried meat, dried fruit, and nuts.
- A two wheeled cart.
Moira's Hut
- She did have an agreement with the goblins to limit the number of attacks on the settlements looking to lakewatch.
- The villagers provoked the goblins by attacking them first. The goblins have just as much right to be in the forest as the villagers.
- Most of the villagers are idiots.
- She warned Zoly and Braca not to approach the ruins or a dire fate would befall them.
- The ruins were a prison for a night hag called Imogene and an oni known as Jagart. The two fiends are responsible for the nightmares with the aim being to bring misery to the area.
- She did her part in warning the brothers not to go to the ruins. Whatever happens next is none of her concern.
The ruins
The ruins stand in a large clearing and consist of a few decaying stone walls and a single intact structure at the centre. A group of 3 ogres are cooking something over a fire and there is a faint buzzing sound coming from the area to the north of where the party enter. This is intended as a combat area as the ogres have been ordered to attack intruders on sight and Imogene and Jagart aren't inclined to talk. On sighting the party one of the ogres will run over to the intact structure to call out a warning while the other two move to attack. At the same time the stirges lurking to the north will also move to attack.- Work area with a desk.
- Sleeping chamber.
- The chamber where the pair where imprisoned.
- Sleeping chamber.
- Room used for storage.
- Imogene's Heartstone and Soul bag.
- Jagart's glaive.
- 78 gold.
- 92 silver.
- 3 vials of poison.
- Several books in infernal.
- Shield with the crest of the Radiant Sword.
- Decaying remains of a human body with a symbol of Seyr around it's neck.
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