Crossroads Episode 18: Innocents Lost

## Synopsis

1 Highsun 1258 IC

Having found shelter in the barn of a local farmer the party sleep well into the next evening. Over breakfast the party decide they can no longer wander the world unprepared, and start to learn more about each other and their skills to better work together against whatever lies ahead.

During this time, Rath has not woken. She begins to thrash around in her sleep, and the party hear whispered voices coming from Rath that aren't her own. Growing increasingly concerned, Nep'Rixa attempts a message spell to Rath, but is met with the voices of the void "Come to us, come to us, come to us!"

Wyrm in the mean time is distracted by his own observations, except for an occasional rumbling growl emanating from over the hills, the farm is silent with no animals to be seen.

Before long, the party notice the farmer with a goat in tow, heading out to the main road and lighting a torch. The party watch as he walks down the road and is joined by another farmer, carrying a torch and leading a small animal. As the pair disappear over a hill they see a third heading down the road.

Feeling the need to investigate, Wyrm decides to head out on his own to find out what is going on. Kreel decides to retrieve Ruby from Rath and sends the scarlet spider out with Wyrm. The pair head out leaving the rest of the party to finish their preparations. Along the way Wyrm spots more farmers with small animals, all heading in the same direction. Finding the final destination, a stone wall through which the farmers lead their animals, he decides to retrieve the party before going further.

Back at the barn, Bojnay checks on Rath once again and determines that what's effecting her is something local and void related. Wyrm making his return relays what he has learned to the party, they decide further investigation is required, and Wyrm, along with Beatrix, go to confront the returning farmer. With a little intimidation from Wyrm they uncover that a creature has been holding the town hostage, taking their animals and children in return for the town's continued survival.

Described as having the face of a man, but the body of a monster, winged, with a scorpion tail... the creature is a manticore. What's worse, they will later learn that it's accompanied by two flying heads.

Knowing something must be done, but unsure if they can succeed without Rath, the party decide to trick the manticore with trapped illusionary magic in the form of a goat. They head out, leaving Rath within the saftey of the barn.

At the lair of the manticore, Wyrm takes the lead and gets spotted by the flying heads currently perched on pillars flanking the entrance. The plan now out the window, the party engage in combat.

With some close calls, near death experiences and revivals the party come out victorious.

Beyond the pillars, a lit doorway can be seen. Was the manticore a glorified guard dog? If so, who for? And what awaits within?

*Synopsis written by Caffinated Viking, Proofread and edits by Svartemaya.*

## The Party

* Beatrix Qiroris - Lvl 5 Half-Elf Wizard
* Bojnay Bramblehoof - Lvl 5 Gnome Bard
* Kreel & Ruby - Lvl 5 Tengu Witch
* Nep'Rixa of Skor'Ritha - Lvl 5 Sadrath'il Cleric of Fayer
* The Whispering Rath - Lvl 5 Fayd'il Spirit Barbarian
* Wyrm - Lvl 5 Goblin Rogue