Wednesday, December 6th, 2017
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We open to find our heroes patiently awaiting Sheriff Hemlock’s return to the holding cell while the investigation into their actions runs its course. Just after midday, Hemlock enters the room with Ilsoari Gandethus and explains that a verdict has been reached regarding their innocence.
Sandpoint often communicates with the justice system of Magnimar through Ilsoari’s magical means, specifically regarding high-profile cases or extravagant felonies. The recent killing sprees are a prime example of a situation where Hemlock would keep Justice Ironbriar informed of any developments. This particular case has peaked the interest of the Magnimarian justice because of Sandpoints relatively close proximity to the bustling city of Magnimar, and if the ghoul activity isn’t contained quickly there could be deadly repercussions for the port city. Because of the party’s impressive track record with quelling the goblin threat, defending Sandpoint, and assisting in the current investigation (and since their story matched up with the evidence at the Sanatorium), Justice Ironbriar agreed that the party was justified in their actions and should be let go.
As the ex-cons are being let out of the holding cell, a boisterous farmer named Maester Grump enters the garrison demanding to see Sheriff Hemlock. According to the old man, living scarecrows have been attacking the countryfolk to the south. Hemlock, once again using his typical excuse of needing to keep the peace in Sandpoint, humbly asks the party to assist in investigating this outlandish claim. The party agrees, and Hemlock graciously assembles a rag-tag group of common, unnamed guards to accompany them in case these ‘living scarecrows’ are too much for the party to handle.
The journey to the Hambley Farm takes the better part of the day, and the party arrives in the evening. Tall, sprawling fields of wheat and corn line the pathways leading towards the farmhouse, creating a claustrophobic atmosphere smothering in dread. Eventually, the path separates in multiple directions, marked by a lone scarecrow. Cautiously, they poke and prod at it until Barnaby cuts open its midsection with a slash of his scimitar revealing naught but straw. They press onwards, towards, the west, systematically planning their journey to cover the entirety of the property without backtracking.
Eventually, there is another scarecrow propped up on its wooden post. Krask gets close to examine it and is caught unawares as the figures breaks free of its bonds and bites him on the neck. Although the party dispatches it quickly, the wound seems to fester on Krask’s body. Theo identifies the scarecrow as a ghoul in disguise, meaning that Krask has likely contracted a case of ghoul fever – the same ailment that caused Grayst to slowly lose his grasp on humanity.
Exercising more caution, understanding that every scarecrow could either be a simple straw puppet or a lethal ghoul, the party continues along the corn-lined paths. They encounter a few more hostiles but handle them with relative ease now that they know the evils that wander the property.
One of the scarecrows makes some muffled noise and tries to break out of its bonds, but Krask quickly fires an arrow to silence it. Bright red blood pours from the wound instead of the blackish ghoul-blood that was expected. Without investigating further, the party decides to continue clearing the farm of the undead presence, and as they turn a blind corner they are suddenly face-to-face with a small pack of ghouls heading right towards them!
Are these ghouls more intelligent than usual? Did Krask accidentally viciously murder an innocent person? What if this party actually had a brain?