Hawcroft Logging: A Fork in the Road

Game Master TheLogicOfCrocodiles

The party is split, one group defending the river gate and another exploring the oddly quiet hallways of the nearby dwarven hillfort, both groups experiencing something of a breather from the assaults of those afflicted by the unfolding plague.


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HP: 17 / 28 | Halfling Barbarian

Fear and disbelief fade to amazement and trust as the driver makes a recovery.
"Oh my!"

"Oh my, oh my!"

"Oh my, perhaps we won't all die horribly here. Can you do that on the other creature. Would you do that for me if... for all of us?"


From out in the forest that sound comes again, the hollow bass animal-noise. For those of you standing around the wagon it sounds much closer than before, and the wagon driver's shivering increases, though his eyes remain closed.


HP 18/22 AC 16 T 13 FF 13 CMD 15 CMB +2 Fort +6 Ref +3 Will +4 Init +5 Perc +6 Longbow +4, 1d8+1 Light Mace +4, 1d6+1

With the driver on his feet again, albeit shakily, Caveth resumes sorting through Atterleigh's backpack. "I'd do my very best, little friend, but there are limits to my privileges with Milani as in any relationship. It's much better to prevent the need for her favours," he replies to Kay.

Any rope in Atterleigh's bag by chance?


No rope in the bag, I'm afraid, but anyone present at the cart can make a DC12 Perception check and open the spoiler tag below.

Perception DC12:
The rope used to tether the now-dead horse would probably suit to tie up your sleeping captive, but some of it has chafed and frayed where the poor animal pulled against the tree whilst panicked. Any skill checks made to use this rope would be at a -2 penalty.


HP: 17 / 28 | Halfling Barbarian

Is anyone still at the cart? I thought we were all near the Foreman's office where the Professor was attacked?


Arg, sorry! I thought Caveth was still there, but he's not - you are indeed all around the front of the foreman's office. Feel free to take the perception checks as the cart is still in view, ignore my idiocy ;)


HP: 17 / 28 | Halfling Barbarian

Perception: 1d20 + 7 ⇒ (5) + 7 = 12 ...just

"Of course, just realising there was rope nearby all along, "some rope from the horse, the reins maybe... I'll be back in second. Does anyone know some good knots?"

My CMB is only +2, surely someone has something better...?

Tie Up:
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.


Sheet HP 9/12

The doctor, crossbow in hand, looks troubled.
Doctor had picked up his crossbow, which was near the wagon
Grabbing an enormous chest off the back of the wagon, and attempting to maneuver it while holding the crossbow the doctor curses, looks for a hand, then begins dragging it. When he reaches his doctor's bag he scoops it onto the top and does not stop.

Quote:
When he finishes speaking the incorporeal figure of a slim woman with long dark hair and dressed in little more than rags shimmers into existence beside the half elf, crouching at the driver's side in precisely the same posture as Caveth. She covers his hand with hers and whispers briefly into his ear then vanishes as quickly as she appeared.

He does stop, however, when the woman shimmers into existence, going for his crossbow but stopping himself in time when it becomes clear this is somehow linked to Caveth, rather than the Eerie howl.

"Let's get inside the Foreman's office. Once we are in I have a source of neurotoxin - administered with care it can prolong his unconciousness"
left unsaid, but implied, is that administered without care it will bring death instead of sleep.

Quote:
"I've read about something like this," he says quietly. "I forget where exactly, but in one of my books, there was something about a magical plague in this area that caused this type of damage. Note the lack of bleeding, from all of these wounds; and how incredibly smooth this man's skin is. I can't recall much more, but this man's problems are definitely magical in nature."

"Well, in this trunk are my notebooks. As it happens I have made extensive studies of the local area's many plagues and if I can get it to somewhere safe I think there is a good chance I can help!"

The doctor progresses towards the foreman's office when Kay passes him going the other way for rope. Obviously considering stopping he instead puts his head down and concentrates on dragging.


GM:

As the doctor runs back to the wagon, out of the doctor's bag, unnoticed, slinks Silent Skadi.
stealth: 1d20 + 25 ⇒ (20) + 25 = 45
Moving 20ft per round (-5 stealth) to the foreman's office. Once there find a crack - ideally near the door - and enter
Escape Artist: 1d20 + 15 ⇒ (16) + 15 = 31


HP 18/22 AC 16 T 13 FF 13 CMD 15 CMB +2 Fort +6 Ref +3 Will +4 Init +5 Perc +6 Longbow +4, 1d8+1 Light Mace +4, 1d6+1

"I know bows not knots!" Caveth laughs in response to Kay.

My CMB is only 1

He moves toward Silas and positions himself at the far end of the heavy chest the Doctor is dragging, "Here, let me help you with that."


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Sheet HP 9/12

"As a general principle, ms Towerweed, doctors do not do much research on tying down their patients."
that's what custom-made restraints are for
"If it seems he is going to wake up, and only then, I suggest someone use 'Frontier Anasthesia'"


Male Human Alchemist 1

GM:
The Professor overhears what his companions are saying about binding the madman he's perched upon and readies an action to bean the poor fellow with his cane to knock him out if he starts to stir.


Silent Skadi:
You slink unnoticed to the door of the foreman's office but, finding no easy means of ingress, search around the nearby walls.

After a minute or so you find what you're looking for - one of the barred windows on the right hand side of the building (facing the worker housing) has a small pane missing and with a little effort you manage to push your squamous form through the gap and into the room.

@Caveth and Silas: You manage to carry the heavy chest the rest of the way to the foreman's office, setting it down at the entrance to the empty porch. Atterleigh has picked up the heavy ring of keys and is trying them in the lock, one by one - when he notices you he says quietly "I dropped them when I heard the... the noise. Don't know which key I'd gotten around to trying."

Professor, please make a Perception check at DC 12. Anybody else in the vicinity of the porch can make a perception check at DC 15. Anybody that passes can open the spoiler tab below.

Perception check:
The rabid worker's breathing pattern has changed, and if you look closely you can see that his eyes are open just a fraction. He's awake, although he hasn't tried to move or break free of the professor's grip.


Sheet HP 9/12

perception: 1d20 + 2 ⇒ (14) + 2 = 16
Dragging the chest to the proch in front of the Foreman's office


Hawcroft Risk Assessment Employee, NPC Expert 1

As Atterleigh fumbles with the keys he half turns to Caveth.

"What you did by the wagon," he says quietly, "it was... amazing. I've never seen anything like it."

He tries another key in the lock with no success.

"It must be nice to have someone watching over you."


Male Human Alchemist 1

Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Alchemist 1

Noticing a subtle shift in the poor fellows behavior, the Professor lashes out quickly to avoid being knocked prone once more.I think not, my lad!Attack: 1d20 + 0 ⇒ (7) + 0 = 7


The Professor's cane hits the stirring worker's brow with a sharp crack and his head rolls limply to the side. A quick check of his chest shows that he's still breathing, but unconscious once more.

Atterleigh starts at the noise but, obviously pleased with the Professor's speedy response, turns back to the job at hand. "Good shot..." he mutters under his breath, and despite the situation the ghost of a smile flits quickly across his pale face.

The rabid worker is currently unconscious once again, but you have no idea how long for.


GM:

Skadi makes his way to the door, spots the key and grabs it.
Prestidigitation can do it I think - otherwise presumably a climb or acrobatics roll, unless a tiny creature can reach the keyhole

Is there room to slip the key under the door?


Skadi:
A DC 15 climb check will do it, and yes there is enough space for the key to be pushed under. Good thinking.


Sheet HP 9/12

The doctor walks up to the door, crouching beside it. From his pocket he pulls an ironed, strached and monogrammed handkerchief that he then carefully slides under the door with a pen from his other pocket.
"Used to do this when I was locked out of the dorm in University..." he says, and inserts the pen into the lock.


The soft sound of metal falling onto wood can be heard from the other side of the door. Atterleigh stares, lost for words, as you pull your handkerchief slowly towards you to reveal a large iron key sitting neatly at the centre of it.


GM:

Can do a 15 on a take 10! Roll for me if there is too much stress, and I guess she'll retry... There's a lot of stuff I should have checked with you in this, but as only we'll see it you can just tell me if I have overstepped.
Wall-to-climb smooth. Hard to climb. Human objects nearby. Move and use.
Quickly piling up some loose obstacles Skadi builds a makeshift platform, till she can finally stretch a worm onto the key.
Meanwhile a handkerchief has been placed under the door.
Is stupid trick with pen. That trick never works.

Skadi can't sigh - her respiration doesn't have lungs - but the exasperation comes over the empathic link to Silas. Nevertheless she pulls out the key and deposits it on the handkerchief.

Something else comes across the link as she writhes down the makeshift platform. Silas can't identify it. Skadi feels irritable, full... But Skadi knows what it is. Within her the eggs mature.

She secretes one tiny, almost invisible egg under a nearby chair, up near the corner where the webbing holds in the seat. A moment and it changes color from translucent white to wood color.

She doesn't intend this. It is instinct. Grow. Eat. Breed. Disperse. The egg will mature in a month or so, then something warm will come nearby and a single tiny thread of worm will emerge, make its way into the host and begin the cycle of life anew.


Edit: Gazumped!


Sheet HP 9/12

Silas holds the key up triumphantly.
"Are we ready to go in? There may be trouble inside as well?"
Carefully he puts the key into the lock and turns it.
Crossbow in hand he pushes the door open with his large trunk, knocking over debris inside.


The door slams open sharply, exposing the room within.

For Everybody:
If you choose to enter, you see the contents of the room in the text below. Like the beginning of the first scenario there are multiple spoiler tags, and each character can open and react to one at a time. There will be no more GM interference until all characters have posted their actions, so try not to take rolls that require answers from me for a little bit – treat it as another moment to engage eachother, swap ideas and plans, etc. Pilchard and Silas, a DC 15 Knowledge History / Knowledge Arcana / D20 + Wisdom mod check and a few hours of study will let you find information on the particular plague mentioned earlier in Silas's medical books – the last spoiler tab is in case you manage that. Everybody else, have fun exploring. Gatsby.

The foreman's office was probably cosy once; a stone fireplace dominates the far side of the room with a scattering of armchairs and benches arrayed around it, half-full mugs of cheap ale and unfinished plates of stew still sitting on the floor near some of them. There are flies gathered around the slowly rotting food, but not too many – the room smells more of mildew and damp than decay, and there is a large patch of mould on the ceiling near the back of the room. A small pile of clutter sits behind the door, which opens into the room.

There are tables on the left hand side of the room covered in papers and safety notices, and there are maps and schedules pinned to the wall. Many of them are printed, obviously sent up from the great printing presses of Barrjka, but a few of them look hand-written and are probably the products of the foreman or other employees. The table closest to the door also has a machine you don't immediately recognise, a squat contraption with an upturned funnel. On the right hand side of the room are cabinets, each standing between a set of the windows that punctuate the right hand wall. The cabinets are glass fronted and appear mostly empty, and the windows have stout iron bars affixed to the inside of their frames. The only other features of the room are two large gaslamps hanging from the ceiling and a set of stairs on the far left hand wall leading upwards that look to have been expertly barricaded with furniture and heavy blocks of cut timber, some of them nailed or wedged into place.

The barricade can be removed with 3d3 hours of work by one person – the stairs are wide enough for one additional person to help, which would cut the rolled time in half.

Mould:
The mould is Red Jask, a common sight in dark, damp places around the forests. It grows fast and hardy but is ultimately harmless. In fact, for people with certain skills it can be a boon – when desiccated and ground down it becomes a fine powder with mild curative effects, although as a medicine it does have its drawbacks.

A single successful Heal check at DC 12 creates a powder that can be applied to wounds to speed up their healing. This powder cannot be applied in battle. Application of the powder restores 2hp, and is only effective once per day. In addition, targets treated in this way take a -1 penalty to perception and sense motive checks until they have undertaken a full rest due to the powder's mild hallucinogenic properties. A Heal check of DC18 creates the same powder, but without the negative effects.

There is enough mould present to attempt to create 6 applications of powder. Each creation attempt takes ten minutes of work and requires a nearby flame and objects to act as a mortar and pestle.

The Paper-Covered Tables:
The papers scattered across the table are mostly worker sign-in sheets, payment files and incident logs. The most recent paper is marked Ausruary the 7th (nine days ago), and notes an unusually high number of worker disputes and disturbances on the return of the morning shift at 11:00 AM. That is the last entry in the incidents book.

The Left-Hand Wall:
The worker safety notices hold no information of interest, but the local area maps are of note – as well as the usual ink-scratches to mark how far each particular cutting team had made it shift by shift, there are several notes made in red ink. One of them is a large 'X' marking logging point Upper Nine for no immediate reason, and the other two are scrawled notes and arrows pointing to different points on the map. The first note simply reads 'Waterfall', and the arrow points to an area about two miles upriver from the camp. The second note seems newer and the hand is markedly more careless, and reads 'Trisk Camp', with an arrow pointing to a shaded area on the map about three miles to the east of you.

A knowledge local check of DC 12 lets you open up the spoiler tab below.

Left Hand Wall Extra (If knowledge local check is passed):
The 'trisk' are a band of socially reclusive half-orcs (and a few other races) that live off of the forest as hunters and trappers – you can remember a recent scandal over the Hawcroft company having to pay them off to ensure safe passage for loggers through their territory, and the company was forced to establish am exclusion zone where no logging would take place covering some fifteen square miles to the east of their camp.

The Odd Contraption:
A lacquered wooden box with metal pipes running around the edges and terminating in a trumpet-like funnel sits on a table near the door. A wax cylinder is suspended in the middle of the contraption, and a single button with an inset symbol you don't recognise is set into the side of the machine and a hand-crank. Try as you might you don't recognise it.

If you press the button, nothing happens. If you crank the machine and then press the button, scratchy violin and piano music issues from the funnel. Pressing the button again stops the music.

The Cabinets:
Searching the cabinets doesn't require a check – there are some cans of food, some stale bread that is starting to turn green and a side of ham that has most definitely already turned. There are also some heavy wooden bowls and various cooking implements, and half a bottle of good quality whisky tipped over at the back of one of the shelves.

The Fireplace and Gaslamps:
There is no fuel for the fireplace, but that shouldn't be too much of a problem given your location. As for the lamps, there is a little lamp oil left in each. Maybe enough for a few hours, at the most. A length of rusted chain sits to one side of the fireplace along with a meat-spit and a poker, and an antique blade of some sort hangs over the fireplace on one of several mounts – the rest of the mounts are empty, although show signs that there were weapons hanging there at some point recently.
A DC 12 knowledge local check will let you open the spoiler below.

If a Knowledge Local Check Is Passed for the Firepace...:
The blade is a khopesh, used by martial societies that dwell high in the Katterfein peaks.

Joseph/Silas, if you manage to pass your check:
Although little was known about the plague and its vector of infection, the symptoms of the 'Unfolding Plague' are described in a series of stages.

Stage 1: Increased aggressiveness, mood swings and monophobia.
Stage 2: Hardening of the skin, thickening of the blood, auditory and visual hallucinations (here there is a note pointing out that the hallucinations are apparently shared, although there is no accompanying description of what the hallucinations consist of), increased monophobia and shortened attention span, bouts of frenzy and decreased nerve responses in regard to pain.
Stage 3: Lesions, tearing of the skin and disfigurement of the facial area. Incoherent speech.
Stage 4: Unfolding (the useful section of the passages ends at this point, the rest of the section devoted to a rambling, poorly-understood and ultimately inconclusive study on magical infections and effects).

According to the passage the plague sprung up in a series of isolated communities and one slum-area of a major city and then petered out, with no new cases reported after the first few weeks. That's all the current information you can find.


Male Human Magus (Kensai) (2)

Knowledge Arcana: 1d20 + 8 ⇒ (19) + 8 = 27

Joseph heads into the office, and picks out one of the medical texts, saying to Silas, "May I?" before beginning to read. There's a few mutterings of "No, it can't be that one," and "Definitely not that," before he finally exclaims triumphantly, "Aha! It's the Unfolding Plague! I knew I'd seen it before!"

He then blinks, as though suddenly remembering he probably shouldn't be quite so happy. "Unfortunately, there's very little of any actual use in here, other than in recognising the symptoms if someone else should contract it. It doesn't mention any cures; being magical in nature, it may require a cure that's also magical in nature. It doesn't seem particularly virile though - even when it sprung up in a large slum nearby, it barely lasted a couple of weeks. Just a pity there's nothing in here about how it spreads..."


HP: 17 / 28 | Halfling Barbarian

"Ah good, let's get some light, then fortify this place for the night. Perhaps you will learn something from your books overnight."

Kay drags a chair around to reach the lamps. She 'tsks' at the lack of oil, but lights the two of them anyway, "Does anyone have some more oil?"

Knowledge(Nature): 1d20 + 6 ⇒ (8) + 6 = 14

Kay stares out the doorway, lost in though...
GM, where is the nearest stash of firewood? Kay doesn't want to move too far from the building if she can help it.


Sheet HP 9/12

"I have ten vials in my trunk" offers the doctor, coming over to read over Pilchard's shoulder.


GM:

Quietly, quietly, Skadi Slips over to the Doctor's Bag and enters it. The soft leather is warm, but dry. Skadi likes her skin-homes wet.


Sheet HP 9/12

"I'm impressed Mr Pilchard. You have an excellent recollection. Have you considered a career in medicine?"

As he speaks Silas casts a quick, furtive look at Caveth

GM:

Given the local area does not usually worship gods, what is a normal educated man's reaction to seeing someone channel one's presence in front of one?


Sheet HP 9/12

Silas speaks quietly to Pilchard alone - though others might listen in with care
"It cannot have escaped your attention, Mr Pilchard, that we ourselves may be displaying certain of these symptoms. I confess when Mr Itxaro performed his... miracle... I saw a ghostly figure. Some members of our party have seen white things in the forest. We have all heard noises. Our horse obviously had mood swings."


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Male Human Magus (Kensai) (2)

"Ah, that must be what everyone was staring at when I had finished checking over the patient. Still, the hallucinations typically manifest in the second stage - around the same time as reduced pain responses. So if we've gone into the second stage this rapidly, then this ought to demonstrate it," Joseph replies, slamming his head against the table. Hard. "But no, I hadn't considered medicine - my academic interests generally lie in other areas. This just happened to overlap."

The scientific method at work, ladies and gentlemen ;). Also, that's Joseph slamming his own head against the table - I just realised that the wording may confuse people...


HP: 17 / 28 | Halfling Barbarian

Kay thanks Silas for the oil, and tops up the two lamps, leaving another two flasks nearby.

"I'll quickly get some firewood. I think I remember some by the living quarters."
She will collect as much as possible, perhaps risking a second trip if there is still plenty of light and she is not spooked whilst outside.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


I know I said I wouldn't comment, but...

Joseph, you're pretty sure you're not in the second stage - you now have a splitting headache, but your test was a success.

Kay, you find firewood with no problem. As you cross the muddy space between the office and the quarters you can feel the rain intensifying. The storm will be here soon.


Male Human Magus (Kensai) (2)

Joseph blinks a couple of times as he raises his head.

"Well, that hurts about as much as I expected it to," he says. "I think it's safe to say that we're definitely not in the second stage of the disease - which means that for the moment at least, it's likely that anything we see is either real, or is a magically generated illusion as opposed to a hallucination. At least until we start feeling symptoms of Monophobia and start observing more aggressive tendencies in ourselves and our fellows. It is likely that our patient was in the third stage when he attacked us."

Well, it's a pretty sound test. Maybe a little unwise, but well, WIS 8...


Sheet HP 9/12

"I commend you on your experiment, but perhaps we could deduce a less dangerous test. There's probably a paper in that, actually. Why don't we take the books to the table and see if we can think of something?" suggest Silas, heading off.
Move to table area

"Interesting. I think we may have a date. The last entry, from nine days ago, states an increase in worker disputes." Silas picks up a note that catches his eye then
"Ah! Papercut!"


HP: 17 / 28 | Halfling Barbarian

"The rain is getting strong. I'll start the fire. Perhaps if we get it nice and warm in here we can get rid of that mould, and burn off the rotting food."


Hawcroft Risk Assessment Employee, NPC Expert 1

Atterleigh walks over to the barricade that blocks off the second floor and picks up a few slips of paper from the floor.

"Wherever the workers went, they didn't take their pay with them. And considering how little they earn for their work..." (he looks slightly shamefaced as he says this, obviously painfully aware that he is betraying his company loyalties somewhat) "... anyway, it's safe to say that their leaving was no voluntary exodus."

He turns with a start at the loud thump of the swordsman's head hitting the tabletop, and then relaxes as the dazed man explains. Better him than me, Atterleigh murmurs under his breath as he heads over to the maps and papers tacked onto the left hand wall and starts to read, studiously averting his gaze from Silas's finger. Blood has never been Atterleigh's thing, really.


HP 18/22 AC 16 T 13 FF 13 CMD 15 CMB +2 Fort +6 Ref +3 Will +4 Init +5 Perc +6 Longbow +4, 1d8+1 Light Mace +4, 1d6+1

Caveth follows the halfling out into the growing storm. While she scurries about collecting firewood, the half elf returns to the vicinity of the earlier melee, eyes scanning the ground and nearby buildings.

GM:
Ammunition that misses the target has a 50% chance of being lost or destroyed. 01-50 is success, 51-100 is failure.

Where's that darn arrow?: 1d100 ⇒ 70

He paces back and forth searching for the arrow that flew so badly off target but is unable to find it by the time Kay's arms are burgeoning with split logs scavenged from piles of firewood outside of the workers' lodgings. Dissatisfied with himself for wasting precious resources by firing such a terrible shot, he grunts. Then he hurries over to the nearest pile of logs, quickly grabs a small load of wood and races back just in time to slip back into the foreman's residence behind Kay.

Caveth adds his contribution to Kay's woodpile without meeting her eyes. Sensing that his companions are still uncertain of him, or more accurately his magical display, he leaves her to the fire and the dandies to murmur amongst themselves while they sort through the paperwork on the table. He moves over to the bulletin board and begins to read the announcements, schedules and other bills tacked to the left-hand wall.

Knowledge Local: 1d20 + 2 ⇒ (3) + 2 = 5

"Hey Atterleigh," he calls to the company man, gesturing at the scrawled notes on the map, "What do you make of these? Upper Nine? Camp Trisk?"


Hawcroft Risk Assessment Employee, NPC Expert 1

"Well, the numerical designation refers to a particular area of potential produce, if i'm not mistaken. As for the 'trisk', i'm afraid i don't know. Perhaps a local village or landmark?"


HP: 17 / 28 | Halfling Barbarian

If there are people outside Kay would definitely bring them in as a matter of priority.


Male Human Alchemist 1

The Professor gestures towards the unconcious beast at his feet. "What should we do with this poor devil?"


Male Human Alchemist 1

Also, can someone fetch my personal effects for me, if it is not too much of a bother? That rather heavy backpack that makes a "clinky-winky" sound when you grasp it. Much obliged."


Sheet HP 9/12

Hearing the Professor outside, Silas shakes himself
"Of course, Professor, how did I forget that. Jospeh, can you give the Professor and I a hand to bring the patient inside so we can sedate him?"

Sense Motive DC 12:
The way Silas is pronouncing Professor suggests he wants to do so sarcastically, but is holding off given the fact they may be facing near certain death.


Kay, that's no problem - just tell me what you do with them.


HP 18/22 AC 16 T 13 FF 13 CMD 15 CMB +2 Fort +6 Ref +3 Will +4 Init +5 Perc +6 Longbow +4, 1d8+1 Light Mace +4, 1d6+1

Caveth shrugs at Atterleigh and turns away from the left wall. Knowing that the calming effect of Milani's blessing is only temporary, he suggests "We should get a drink into Moffrey."

With a bit of a clatter, Caveth searches through the cabinets until he comes across the half bottle of whiskey. "Ah, just the thing to fortify!" Encouraging the wounded driver to sit near the fireplace, the half elf presses the liquor bottle into Moffrey's clammy hands as Kay brings him in from the rain.

As he nears the fireplace again, Caveth notices the antique weapon and the empty weapon mounts. He folds Moffrey's hands firmly around the whiskey and waits a moment ensure the boy does not drop it before moving to look closer at the mounted blade.

Knowledge Local: 1d20 + 2 ⇒ (6) + 2 = 8

He touches the tip of the blade speculatively with one finger, testing its sharpness and the sturdiness of the mount at the same time.


Caveth, you find that the blade is stuck in its mount - probably the reason that it has remained whilst the other weapons are absent. You reckon that a decent yank will free it from the wall. A DC 15 STR check will free it from the wall.

Silas, as you walk past the huddled and shivering form of Moffrey he calls out to you weakly. "I wouldn't mind that tobacco now, if... that's alright." The young driver even manages a weak smile before gratefully taking a sip of whiskey.

Professor, it seems that your fellows are heading out to fetch your bags. As you watch them go you hear Kay scuffling around by the fireplace inside the office. You could light a torch from the fire if you wish and use it to re-take your earlier check of the quarters with no penalty to the search rolls.

Anybody outside at the moment or in the near future, please take a DC12 Perception check. A pass opens the spoiler below.

Perception Check Passed:
You can hear a rustling noise from the bushes alongside the worker housing. After a few tense moments the source of the noise reveals itself - a large wolfhound limps slowly from the bushes and regards you warily. It sniffs the air and whines, and as it raises ts head you can see the glint of a collar around its neck.

It trembles slightly in the fading afternoon light, obviously ill at ease.

A successful DC8 handle animal check will cause it to approach you. A failed check and it stays where it is.


Sheet HP 9/12

"Of course!" Silas gives a ghastly smile obviously intended to be encouraging and hands over a pouch to Moffrey.

Steeling himself, crossbow in hand, he dodges outside to help Kay bring people in. He calls out - loudly - "Where is your luggage Profess..."

perception: 1d20 + 2 ⇒ (19) + 2 = 21

Silas freezes, goes silent, and very slowly brings his crossbow up - pointing it at the bushes near the worker housing.

Who else is outside?


Inside the office = Moffrey is in an armchair, Caveth is at the fireplace, Kay is making a fire, Joseph has a headache (also inside), Atterleigh is looking at maps.

Outside the office = The professor is sitting on the unconscious worker, both right next to the porch. Silas is heading to the cart to get a bag for the professor.

(That took me a minute to work out too!)


Male Human Magus (Kensai) (2)

"Of course," Joseph says, rising to his feet and heading outside with Silas. Maybe the fresh air would help with his headache. Perhaps that wasn't the best test after all...

perception: 1d20 - 1 ⇒ (5) - 1 = 4

As he gets outside, he sees Silas pointing the crossbow at the bushes. "What's wrong?"

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