
| DM Rambler | 
 
	
 
                
                
              
            
            "The sickness hit all over. Even some of the nearby farms!"
"House Formidable was our temple to Erastil. It's just a burned out ruin now, but it was real popular with the woodcutters and lumberjacks that live in the wilds. Fat lot of good Ol' Deadeye did us."
Old Deadeye is a nickname of Erastil.
"Onessa Jerreth is our sheriff, but we haven't seen her in a week. Most of the Council of Elders are dead, except maybe Hagrim Foss and Rexel the Apothecary. Hagrim is high priest at Silverstone Hall, the temple of Abadar, and Rexel is a strange gnome" (he glances sidelong at Haer Kul) "who sells powders and tonics out of his tree-house northwest of town, beyond the Old Mill Pond."
He hesitates, to see if he may finish loading the wagon of belongings.

| Haer Kul | 
 
	
 
                
                
              
            
            To the family: "It was a difficult for us to cross even with the great strength of our warriors. I fear for your lives if the current should prove too strong for you."
"Perhaps we can use our mule to operate the turnstiles to pull the skiff across the river and back." Haer Kul examines the skiff and turnstile to see if it's obvious that that will work. Not for the first time he wishes he had paid more attention to engineering during his education.
If nothing's broken, perhaps he has seen something similar in the area before Knowledge(local): 1d20 + 6 + 1d6 ⇒ (20) + 6 + (6) = 32. Maybe that's a reach but I like rolling dice.
"If one may pry, why is it now that you are leaving, and not earlier?"

| DM Rambler | 
 
	
 
                
                
              
            
            "The ferry has been on the other side, and Unoff wouldn't answer the bell. Then some maniacs came and smashed the bell. And we couldn't travel without the wagon."
"Maybe the dwarf and tall fellow could help us get across, then bring the ferry back?"
There is no mechanism on this side of the river to operate the ferry. Nor is there a mule to operate it.
The farmer looks at the unconscious villager on the raft.
"Be careful. The killing madness lasts for quite a while. And even when it passes, people who have had it are not the same. Almost like a dog with foaming mouth."

| Prahd Goatsfoot | 
 
	
 
                
                
              
            
            "Citizen, thank you for your assistance. I will aid you in crossing here, but I will need to borrow your shovel once we get to the other side."
Prahd turns to look back across the river, then continues.
"Also, I request that you take the four injured men at the ferry house with you. Treat them with caution, but treat them as well as you can."
Turning to the rest of the group, "When I and whoever comes with me return, we should visit the temple of Abadar. We need a strong, civilizing influence amid such chaos."
Regarding the crossbow and bolts from earlier, I only needed three to replenish those that I used previously. Assuming the crossbow is no better than mine, I don't mind what happens to it.

| DM Rambler | 
 
	
 
                
                
              
            
            "No sir. I won't take the sick ones. Won't risk my family that way."
"I suppose you can have my shovel for your help with the ferry. Actually, if you folks would be kind enough to help me finish loading the wagon, you can stay in our house while you're here. Just please make sure that everybody understands the use of a chamberpot."
The farmer very carefully does not look at anybody in particular during his last request.

| Thorthal Runecloak | 
 
	
 
                
                
              
            
            Thorthal's eyebrows raise a little bit at Morgrom's comment.
"A'm nae sae sure th' last bit was directed at me, A will assist in loadin' th' wagon however."
Thorthal approaches the wagon and motions that he would like to assist loading.

| Haer Kul | 
 
	
 
                
                
              
            
            "Have no worries, my friend. Your house, it will be treated as our very own. A safe journey to you."
To Thorthal, "We shall wait here for your return."
Is there a high point of ground or a tall tree near the house that would let us get an overview of the town?
Also, once the skiff is away, Haer Kul would like to spend some time preparing to secure the house, so that it can be defended. I don't know if we will need it, but it couldn't hurt.
Look it over for weak points. Gather boards or branches to nail over the windows to bar entry, maybe make a makeshift bar for the door. Ensure that the windows have curtains, or gather blankets to cover the windows with.
Of course, while doing so, Haer Kul will be unable to resist going through their stuff to see what he can learn about them.
(Unless someone has another idea how to spend time waiting to get the party back together. I don't think we should venture further into town without the muscle.)
I also assume we have our mule with us, so we should probably tie it up, and make sure it's watered. Fed if necessary. (Prahd?)
Haer Kul will also use Prestidigitation to make himself as presentable as possible for the upcoming walk into town.

| DM Rambler | 
 
	
 
                
                
              
            
            The main room of the farmhouse is constructed around a central hearth. A table, a large cookstove, and 3 large cabinets are other prominent features of the room. At each end of the room a stairway leads up to a loft with a half-wall, each of which holds a pair of beds and small clothes-chests.
Beyond the main room lies a master bedroom, with a small curtained-off section containing a metal bathtub.
The windows have been boarded up and there is a bar available by the door, with a small pile of boards and nails nearby for reinforcement.
All personal belongings have been removed, save a few clothes in the lofts.
Between the farm and the central part of the village are another farm and a tall granary.
Who is taking the ferry across? What are you doing with the prisoner? What about the villagers across the way?

| Prahd Goatsfoot | 
 
	
 
                
                
              
            
            Prahd will take the ferry, but someone stronger with him would be a good idea. I think that we should bring the injured villager back and see if we can find a shed or something to keep them in until they can be properly treated.
Prahd opens his pack and looks inside, then throws it at Petronicus' feet. "I have about six meals left in here. It's not great tasting, but it's food. Why don't you see if you can put together some soup or something while I deal with the farmer. Hopefully we can resupply soon."
"Haer Kul, see if the roof is suitable for a lookout. Someone should keep watch, plus we might get a better view of the village. Maybe we can spot the temple of Abadar from up there."
He then stands close to Bardos and says quietly "Keep an eye on the half-orc. His behaviour is erratic and aggressive. I'm worried he might be infected."
"Who is coming with me? Should we bring the mule across, or leave it there? We might have to eat it if we are unsure of the local food."

| Haer Kul | 
 
	
 
                
                
              
            
            Haer Kul will helpfully start a fire in the hearth (or build it up, if there is already one there. He'll then use some that fire to light a fire in the cookstove.
"There, Petronicus. A little fire, no? It is my contribution towards your undoubtedly fine soup."
Throwing a lingering look at the fire, he reluctantly goes back outside to looks at the roof, trying to judge whether it will support his weight. It's difficult to tell without knowing a thing about Engineering. But if it's a thatch roof, I'll assume the answer is no.
If it does look solid, he will look for an easy way onto the roof. If it looks like an easy climb Climb check: 1d20 - 1 ⇒ (2) - 1 = 1. (Maybe he can loop a rope around the chimney to make the climb easier?
Otherwise, if it looks like he can swing himself up using his "natural" acrobatic skills, he'll try that with a Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14.
If neither option looks possible, or if they don't work, then Haer Kul will proceed with the fire idea.[/ooc]

| Bardos | 
 
	
 
                
                
              
            
            Bardos looks the party speculating and wandering around.
"I'm not sure splitting up is such a good idea, the idea of such gives me a headache for some reason. Thorthal and Prahd are taking the villagers back across the river. Haer Kul is investigating the farmhouse. What say you Petronicus and Morgrom? What do you want to do in all this?"

| Haer Kul | 
 
	
 
                
                
              
            
            Haer Kul will helpfully start a fire in the hearth (or build it up, if there is already one there. He'll then use some that fire to light a fire in the cookstove.
....
If neither option looks possible, or if they don't work, then Haer Kul will proceed with the fire idea.
I had intended that Haer Kul would start the fire after surveying the area from a height (if that was easy to do - I'm not sure it is for him given the climb roll).
However, any discussion of what we do next will likely happen first. So before the fire is started:
"With only one shovel, there is not much we can do to help Mr. Goatsfoot with his burial tasks. Provided they do not linger on the other side, we should be secure in the farmhouse for an hour or two. It would be unwise for us to venture further into town without our companions."
"But perhaps we should all escort this generous family across. Should the maddened villagers have worked their way free of their bonds, our help may be useful."

| DM Rambler | 
 
	
 
                
                
              
            
            It will probably take longer than you want to spend (at leas for now) to bury the dead on the other side of the river.
The anonymous farmer and his family are taken across the river, and are soon on their way down the road. None of the wounded have woken up. The escorts return with the ferry.
Haer Kul struggles to climb to the roof of the farmhouse, then realizes that the granary a few hundred feet away will probably provide a better vantage point anyway, as it appears to have a walkway near the top.
Petronicus succeeds in finding a way to make your trail rations even more unappetizing. His attempts at boiling the rations result in a grey-brown lumpy paste with emits foul odours. Scuttles shies away from the results.

| Haer Kul | 
 
	
 
                
                
              
            
            I wasn't sure of the distance to the granary, but that is a much better option.
Haer Kul will check out the granary. He'll look for signs of occupation, and listen for any sounds coming from inside. Perception: 1d20 + 6 ⇒ (17) + 6 = 23.
Can he get to the walkway from the outside, or does he have to go in?

| Haer Kul | 
 
	
 
                
                
              
            
            If it looks safe to do so, Haer Kul will attempt to make his way up to the walkway at the top of the granary. He'll look for any trouble near the farmhouse, and he'll look towards the town to see what's going on, and what looks worth investigating.

| DM Rambler | 
 
	
 
                
                
              
            
            Computer issues resolved.
Note that the town map has been updated with some labels.
Haer Kul wanders off on his own towards the village of madmen.
As Haer Kul approaches, a woman appears on the walkway, dressed in a fine white lace dress. In a soft, sad voice, she begins to sing.
"And we danced all night, to the fiddle and the banjo
the driftin' tunes, seemed to fill the air
so long ago but I still remember
we fell in love, at the county fair.."
perception: 1d20 + 6 ⇒ (12) + 6 = 18
It appears that her dress is soaked in some sort of liquid.

| Haer Kul | 
 
	
 
                
                
              
            
            Haer Kul will wait for Morgrom to catch up.
"Haer Kul thinks it best to wait for the rest of the party before going inside, but it would be good to make sure our farmhouse is not under immediate threat."
Haer Kul will survey the area, but not go too close to the granary or (any other building). If there is a stair or ladder to the walkway on the outside, he will note that.
He will listen and look for signs of activity Perception check: 1d20 + 6 ⇒ (19) + 6 = 25.
At the first sign of trouble, Haer Kul will head back to the farmhouse to warn the others, and urge Morgrom to do the same.
Unless we discover something interesting, I guess we're waiting for everyone else to get back from across the river.

| Haer Kul | 
 
	
 
                
                
              
            
            On second thought, ignore the last post.
Haer Kul walks back to Morgrom, and says: "Haer Kul thinks it best to wait for Mr. Thorthal and Mr. Goatsfoot to return before going any further. There is some activity. Best we be at full strength before attracting attention."
"Let's go back to the farmhouse. The others should be back soon, yes?"
Sorry about the confusion. I guess the last perception check is redundant.
On returning to the farmhouse, Haer Kul will relate what he saw at the granary.

| Haer Kul | 
 
	
 
                
                
              
            
            "Ah, you have returned. Haer Kul and Mr. Morgrom, we have, how do you say, surveilled the perimeter? The granary, it is 30 feet tall with a walkway near the top where we should be able to see the lake, the river, and the town."
"As a bonus, the walkway comes with its own entertainment. It is currently occupied by a young woman in a wedding dress, singing a sad love song. Did she lose her betrothed? Or is she simply mad? It is an interesting question."
"The door to the granary is open, and no doubt we'll find access to the walkway inside. We proceed after we eat, yes?"
Haer Kul looks at the result of Petronicus' effort, sniffs, and with an unreadable expression, moves to the other side of the room. Under his breath he says something that sounds like "Mon estomac." He takes out a small portion of his own trail rations, and eats with a disappointed air.

| DM Rambler | 
 
	
 
                
                
              
            
            After everyone has gathered together, and those who are brave enough have sampled Petronicus' cooking, the group gathers together and continues down the road.
Leaving the prisoner in the barn okay?
To the West of the road stands a tall granary with a narrow walkway near the top. Something lies burning on the ground in front of the granary door.
Another farm is on the left of the road, and a stout stone building stands on the right, where the road joins another which circles the main part of the village.
You see no signs of residents.

| Prahd Goatsfoot | 
 
	
 
                
                
              
            
            While eating dinner with notable distaste, Prahd fiddles with the complex mechanism of his crossbow. Working the action a few times, he nods to himself with some satisfaction. "Should work properly now."
He then gathers and washes the dishes, putting everything back where it belongs.
"Right then. If everyone is ready, let's go survey the granary."
He loads loads a case of bolts into his crossbow, and cranks the lever to ready the first shot, then heads out the door, muttering under his breath. "People making up new words when we already have more words than we need..."

| Haer Kul | 
 
	
 
                
                
              
            
            Haer Kul straightens his outfit, brushes it off, adjusts his hat, smooths his moustache, and walks out, cane in hand, with the rest of the group.
He looks like he is holding his breath while he's passing by the paste.

| DM Rambler | 
 
	
 
                
                
              
            
            As repulsive as the aroma emanating from Petronicus' cooking is, it is easily matched by the scorched pork odour near the granary.
The grain silo is 30 feet high, with a narrow walkway near the top. The door stands ajar, revealing full bis of grain and a sturdy ladder set into the back wall. In front of the door lies the charred body of a woman. Prahd also spies a discarded padlock nearby, with the key still in it.

| Bardos | 
 
	
 
                
                
              
            
            Bardos has been lost in thought, as if daydreaming. He eats rations instead of the strange arcane stew Petronicus concocted. He snaps out of his trance at the sight of the dead body.
"Someone was in a hurry to get in it would seem, I wonder what this poor soul's story is. One day I will be able to find out, but alas, such things are still beyond me."

| Morgrom Hellblade | 
 
	
 
                
                
              
            
            Drawing his massive sword, Morgrom steps up to the body and pokes it a couple times. Once he is satisfied that it isn't some undead creature, he steps across the corpse and throws open the door the rest of the way. Peering inside and then up the ladder, he looks for signs of movement.

| Haer Kul | 
 
	
 
                
                
              
            
            Is the dead woman wearing a lace dress? If so, does she look like she was the singer that Haer Kul saw earlier?
Haer Kul will examine the dead woman to look for signs that she was attacked before she fell. And for anything on her person that might give a clue as to who she is or what is going on in this town. Perception: 1d20 + 6 ⇒ (6) + 6 = 12.

| Thorthal Runecloak | 
 
	
 
                
                
              
            
            Thorthal takes care not to disturb the woman, and heads towards the ladder.
"We need tae fin' oot what's happened tae th' rest o th' toon. Keep an eye oot fur whoever threw th' woman aff th' walkway, it might be an ambush."
 
	
 
     
     
     
	
  
 
                
                