Story Master
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Rannos appears to be getting angry: I believe our conversation is at an end, unless you have something more you wish to buy or sell.
Intimidate: 1d20 + 6 ⇒ (17) + 6 = 23
Gremag leaves his desk and approaches the group. I think that is about enough from you! Either buy, sell, or leave. We've had enough of your insults.
Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16 Aid Another for Rannos
The Intimidate effort was successful. Everyone is Shaken.
| Rafael Cromwell |
W-Well, yes you are right in that. Yes, absolutely right.
Rafael clears his throat However, think of this. This village has suffered terribly from the bandits. What do you think would happen to someone who had dealings with them, who aided them? Can you imagine? To be hanged would be merciful.
These are desperate people, sir Rannos, and you don't want to corner a desperate man.
I am giving you a chance. The truth will come out either way. It's best if you tell it yourself. Trust me, I know.
You have a chance, don't waste it.
| Garm Stoutsole |
I apologize for my friend's rather uncouth behavior. They tend to get a little carried away when they haggle. You can be sure I will return for that hammer when I am able to scrape together enough coin.
Whisper to the group: Yes, they are likely connected to the bandits and by more than just buying their stuff. However, confronting them here will only make them put up their guard. It's our word against theirs and we have no proof. We are going to have to catch them red handed so to speak if we are to have any hope of exposing them. We must prove to this village that we are only here to help. We need more of their goodwill and beating up "up-standing citizens" isn't going to help.
Turning to the Elder. I am so terribly sorry for keeping you waiting. Our recent travels have left us rather destitute I'm afraid and you caught us in the middle of some...ahem...aggressive negotiating. Our first duty is to ridding you of your bandit problem of course...for a healthy price. Come, let us talk business.
I escort the Elder towards the inn, urging my party members to follow after they've cooled off a bit.
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13 To diffuse the situation.
| Trane Loften |
Trane left before the tension could mount too high. He instinctively watched others and could tell when they were on edge. His quick exit did not bring the others, but he had traded the goods that were bulky and needed to be converted to cash.
At the inn, he recounts to the elder their stories. Having grown quickly fond of Elmo, he features prominently in the tale.
".....so after the monsterous blows of an Elmo shaking the ground at two thousand pounds, over ten feet tall, and shrugging off all the blows of the bandits, we were victorious."
| Bryce Sidanris |
The suddenness and rashness of shopkeepers reaction takes Bryce completely by surprise. He is easily pushed outside, not wanting to risk the fury of their owners. Once outside, his senses slowly regaining, Bryce approaches Garm at the back of the group. Making sure he speaks low enough so he could not be overheard, he addresses the gnome: "A very wise reaction, Master Garm. That shopkeeper, Rannos, he is most certainly not telling us everything, and that makes him nervous. What do you think, are you up for some scrutiny over them. Just some sneaking, I mean proper positioning and some listening, nothing else. What say you?"
| Garm Stoutsole |
Whisper to Bryce: I was actually going to ask you the same thing. Perhaps tonight after the innkeeper goes to bed. Once we are done at the elder's I would suggest trying to keep an inconspicuous eye on the shop. I will probably be tied up with entertaining the locals and besides people might notice if I was missing.
A little egotistical but likely true.
Story Master
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The Elder convenes a meeting with the group in a private room in the back of the Inn.
I congratulate you on your success so far in ridding the Moathouse of that gang of ruffians. I get the impression, however, that once you had prisoners you did not have an opportunity to thoroughly examine the ruins to ensure that all dangerous elements were taken care of. This is particularly true because, while you captured or killed the bandits...where are the items that they allegedly have stolen? Without some concrete proof that such items were in their possession, it may be harder to prove their guilt.
I would like you to go back and do a thorough search, and make certain that those ruins are not still housing something that will cause problems around here for the immediate future. It is only a few hours from Hommlet to the moathouse, so I would appreciate it if you could go back there today, if possible, and finish that task. I'm certain that, with the use of Elmo's wagon, you will be able to bring back anything of value that you find there.
Cananthir Acalimon
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After leaving the shop, entering the Inn and listening to the glorious praise for our efforts thus far...Feeling very pleased with his new accessory, Carp orders ale for each of this Motley Crew.
As a side note, the frog meat in Elmo's cart might be getting a bit nasty, should we try and sell it to the Inn keeper?
| Trane Loften |
Good point.
"Innkeeper, I have the largest, most delicious meaty legs for a wonderful stew. Make us an offer in room and board rather than in coins.
Any meat the innkeeper does not want, Trane and those wishing to come along, is taken to the local farmhouses and handed out for free to the townsfolk. Trane encourages Elmo to come along.
"You know this town. We want to help the townsfolk with free food before it spoils. Eating meat builds a stronger body!! He smiles and looks at Chaandra."
| Velcore Valiantheart |
Velcore will go along with Trane and Elmo to pass out food if the Innkeep doesn't want it all. While going from house to house he will tend to anyone that is sick or injured and in need of healing. He will also spread the word of Iomedae on his trip.
Turning toward Trane. "I will help if you want my company."
| Bryce Sidanris |
Whisper to Bryce: I was actually going to ask you the same thing. Perhaps tonight after the innkeeper goes to bed. Once we are done at the elder's I would suggest trying to keep an inconspicuous eye on the shop. I will probably be tied up with entertaining the locals and besides people might notice if I was missing.
Whispers back to Garm: "I hear you, little bro, I hear you. But night's too far away, we just stirred the nest, let's see where the hornets are flying"
"Oh man, seems I dropped me knife back at the store. Let me go and fetch it, and I'll be back with you in a jiffy" - Bryce exclaims and speeds back towards the Trading post.
A bit before the building Bryce looks left and right, hoping there are no passerby's. He tries to find some cover (if possible) and to approach the post unseen. Crouching behind a bush, he does his best to look like he is adjusting his boot.
Seeing that there are no passerby's at this time, Bryce tries to approach the building stealthily. Once there, with a quick flick of the wrist, he drops his knife to the ground in a secluded spot, securing a "cover story", should he be seen. next he tries to find some spot from where he could spy (listen or even see) what is happening inside.
Stealth: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
| Trane Loften |
Trane smiles at some support for the 'Food for Farmers' plan.
"I'd love to have some company. Maybe look at the kids and make sure they are getting a quality diet."
Trane invites the Elder along to talk while they hand out food, but has an even better idea.
"We will go back. We did fill up the wagon with some frog legs from our first visit. It would be a shame to waste this food. Gozreh would like to see this bounty feed her disciples. Or you could convene a huge celebration, invite the entire town, and we could have a large cookout!"
| Garm Stoutsole |
Oh wise Elder, we are here to serve and protect. If you will allow us but a half hour's time we will be on the road to clear the rest of that abandoned fort. My friends brought home some rather exotic cuisine for your townsfolk to try.
Once I've excused myself from the Elder's presence I make my way towards where Trane and Velcore are handing out the food.
A barbeque sounds like it's in order but the Elder needs us to finish clearing the fort out and by the end of the day. If we leave post haste, we can get there, verify it's empty, and be back in time for some BBQ frog legs!
Story Master
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When the Innkeep hears you have giant frog legs, his eyes sparkle with delight! Oh, that is magnificent! We shall have a true luxury item on the menu. And...most folks don't know, but we have a means for smoking such delectable items and making them into smoked frog hams! (He almost starts drooling thinking about it, as his eyes glaze over in thought). The Innkeep starts barking orders at this staff to get the meat off the wagon and into the Inn's larder. Such thoughtfulness to preserve such fine victuals! You may stay here two weeks in exchange for bringing these wares to us!
Story Master
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| Trane Loften |
"Okay, let us head back. Do we wish to start tomorrow after I pray for better and more spells? I have used my healing powers and can actually harvest some healing berries today that we can use tomorrow."
Seems prudent to go at first light all replenished.
Cananthir Acalimon
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After his respite, Carp sits down to break his fast.
"Inn keeper, do you have the smoked frog legs ready? If so, a double portion, one for me and one for our regurgitating thaumaturgist please. Thank you. "
If the Inn our base camp does it have a secure storage area for us to use?
| Garm Stoutsole |
The Elder was quite insistent that we go now. He seemed...concerned about our lack of thouroughness. I for one would not want to earn a reputation for half completed work. Especially after the "incident" at the traders today. We can use all the goodwill we can get.
Besides if we hurry we can be back in time for frog ham!
I've never heard of frog ham before! I wonder if it's sauteed in butter? No they probably boil it first to remove the slime coating...
My mouth begins to water...
Master Gundigoot, might I acquire your recipe for the frog ham? I can show you a couple of my personal favorite Gnomish recipes for stewed vole...
| Bryce Sidanris |
After the Trading post is closed, Bryce returns and picks up his dagger from the place he has dropped it, before heading to the Inn. Once there, he nods lightly to Garm, but acts nonchalantly. He joins in the conversation about smoked hams and such, until such a time that he deems it is relatively safe to share what he learned. Making sure no one is eavesdropping, he addresses other party members in a low voice: "When we left the trading post, Rannos went out the rear, and had a discussion with another man near the paddock where the horses are kept. The other man, unknown to me, mounted a horse shortly afterward and left, heading out of town down the east road. Shortly thereafter, the Trading Post has all its windows shuttered, and the front door closed and locked, with a sign hung in the window, "Closed."
Bryce takes another look around, trying to keep their privacy, as well as to give time for information to sink in. "I do not know for you, but I'm sure he's in cahoots with'em. Trane, can you or your cat maybe track where that rider has gone? Is east road leading towards Moathouse or not?"
| Trane Loften |
Trane was about to object to going off unprepared, when Bryce returned.
"We hunt the enemy among us!!"
Survival to Track: 1d20 + 9 ⇒ (16) + 9 = 25
Trane heads to the Trading Post and points after discovering clear tracks. He doesn't even need the sensitive nose of Channdra.
"We go!"
| Garm Stoutsole |
Back on the trail, with promises of exchanged recipes later that evening, Garm is feeling rather good about life.
The game is afoot! As my pappy always said.
Hopefully this "side quest" won't take too long. I'd really hate to miss out on those frog hams. Or ham frogs? Hmmm.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 To spot them before they spot us.
| Velcore Valiantheart |
Velcore hears the summons from Elmo and finishes his mid morning snack. Thanking the Innkeep he marches out the door to greet Elmo.
"Your parents should be very proud of you Elmo. You fought well, did not flinch in the face of danger and have shared your spoils with the village. You will be a great leader of this village one day." Patting Elmo on the back. "Well enough talk, let's finish what we have started."
| Kalizama |
I have remained at the Inn, quietly keeping in the background during the meeting with the Elder, and afterward listening to all the conversations between my companions and others, and among my companions. I enjoyed some of the Inn keep's good food and drink. When I hear Elmo hollering for us to hurry, I quietly slip out and climb aboard the wagon. Elmo, I am here and ready to go!
After I get situated, I start busily scribing scrolls on my new parchment!
Story Master
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Once everyone is aboard the wagon, Elmo flicks the reins and you rumble out of town along the east road. Periodically Trane is able to percieve what he believes are tracks from the horse ahead of you, but no horse or rider comes into sight.
After an hour or so Elmo slows the wagon at the spot where the Moathouse trail leaves the road. The tracks of the horse ahead of you appear to stay on the main road heading toward the town of Nulb.
Elmo: Whoever it is ahead of us that you are interested in, we will not catch up with them. A single horseman is far faster that we can travel by wagon. The Elder wants us to finish investigating the Moathouse, so I'm heading that direction...
If there are objections to continuing on to the Moathouse, now is the time to voice them. Otherwise, Elmo will continue to guide the wagon toward that destination.
Story Master
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Elmo turns the wagon off of the main road, and proceeds down the rutted and muddy trail to the Moathouse. After a short trip you arrive, and he ties the horse to a tree and everyone dismounts.
Your approach to the ruins is uneventful, and soon you find yourself in the courtyard. The Elder charged you with thoroughly investigating the ruins, to ensure no other dangers remain on the premises. If you can discover any proof the ruffians had possession of stolen items, that would also be helpful.
The Moathouse ruins are in sad repair, but there are several areas that have not yet been searched, and several rooms are existent that still have functioning doors which appear to be closed.
As you search the area, please be specific as to your exact ending location between movements, so that the map can be kept current and accurate. The map is updated, and you have all been placed in the courtyard as a starting location.
| Garm Stoutsole |
I would like to Search L-17, L-18 and then O-18 in that order if possible.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18 L-17
Perception: 1d20 + 6 ⇒ (14) + 6 = 20 L-18
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 O-18
| Bryce Sidanris |
But, but...I wanted to go left - Bryce does not voice his concern. Knowing that splitting the party is not a good thing ever, he proceeds to go with/after/ahead of the gnome. He is very cautious and tries to make sure that no one of his compatriots gets hit by a trap or surprised by some hidden danger.
"I'll try to take care of any unwanted gifts they might have left for us"
Bryce will go with Garm (L-17, L-18, O-18), checking for traps primarily
Perception: 1d20 + 11 ⇒ (12) + 11 = 23 L-17
Perception: 1d20 + 11 ⇒ (13) + 11 = 24 L-18
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 O-18
Story Master
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With Bryce and Garm leading the way, the party passes under a portion of roofing that still stands, and makes its way to a small hallway with three doors.
At L-17 Bryce checks the door, and does not perceive any traps. He tries the latch, and finds it unlocked, so he opens the door. It is stiff and warped, but with some effort he is able to get it opened.
This room is mostly empty. Its dirt and wreckage show no signs of any recent occupant, though a couple of small rats are seen scurrying away. The furnishings are piles of broken wood, and appear to be the remains of a table, several chairs, and some shelves and cabinets along the walls. Stone rubble from the collapsed second story litters the entire area.
Knowledge skill rolls please, plus any other actions you wish to do regarding this room.
| Garm Stoutsole |
Which type of Knowledge rolls?
Know(Local): 1d20 + 7 ⇒ (9) + 7 = 16
Know(History): 1d20 + 7 ⇒ (16) + 7 = 23
Know(Dungeoneering): 1d20 + 3 ⇒ (3) + 3 = 6
Know(Engineering): 1d20 + 3 ⇒ (11) + 3 = 14
Perception check for this room from earlier post: 18
The little gnome stares in abject concentration, assessing the scene from every angle. He gasps after a few seconds apparently having forgotten to breathe during that time.
What is it that seems soo familiar...There must be something here...
Story Master
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Garm peruses the room, and his Knowledge engineering, combined with his Perception allows him to notice that one of the wall cabinets just doesn't look like it is situated right, even with all the damage that is evident. He examines the cabinet closely and notices something metallic is stuck behind it. He reaches in and pulls a very nice Great Sword out from behind the furnishing!
Two-handed Martial Weapon - 50gp - 2d6 - 19-20/x2 - 8 lbs.
Proceeding to the room with a door at L-18, Bryce again checks and does not notice any traps. He manages to get the door open, and you see what was once the quarters of a troop leader or some other official. The contents of the room are now a total wreck. The bed is chopped to pieces, and the furniture is smashed or missing.
Across the hallway, the door at O-18 is similarly warped and partially stuck, but Bryce manages to pry it open. It is evident this room was once very opulent, obviously a place of many expensive furnishings. The remaining bits and tatters still appear rich (though none are of value).
The hallway opens to the south of you into a very large room that is in shambles, as the roof has caved in. Pieces of furniture are evident amid the rubble. In the southeast corner is something that looks like a nest, or a structure of some sort built by an animal.
| Garm Stoutsole |
Classic Bard move. Roll ALL the knowledge.
Know(Nature): 1d20 + 3 ⇒ (9) + 3 = 12 Do I know what kind of animal or at least approximate size?
I really, REALLY hope that's not a swarm nest...Great Uncle Burke never did get over his fear of bees after the incident at his brother's wedding reception.
Although the honey was to die for.
Story Master
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