Part 3: Investigating the Moathouse Ruins

Nov 23, 2020 6:15 pm
Official XP and Time Tracker

The Story So Far:
After arriving in the village of Hommlet, the party made good on the job they had been tasked with, that being to escort a cart full of wagon wheels from Verbobonc to the town’s blacksmith. After receiving the agreed upon payment for completion, two of the party decided to leave and went their own way, while the others opted to remain in the village in search of work or adventure.
Throughout the course of the day they took some time to familiarize themselves with some of the village’s locations, met some of the population, spent some coin resupplying their provisions, gained some new companions, and quickly found themselves in the middle of a confrontation between a group of six ruffians causing trouble at the tavern and the innkeeper himself, the end result being that the ruffians were run out of the tavern, and two of the troublemakers returned in the evening to set fire to the inn’s stables and were then killed by slings and spells cast forth by the party.
Predicting this skirmish is only a small taste of more trouble to come, and suspecting the ruffians are part of a group of bandits that have been rumored to be giving trouble to travelers and locals on the outskirts of the village, the party has decided to investigate. And thus we find the party standing together outside the stables of The Welcome Wench organizing their gear and finishing the readying of their mounts.



It's about 10am on Day three since you departed Verbobonc. The the sky is clear and the air is still, though it's a little on the chilly side this fall morning; about 45°F, not quite cold, but enough that you prefer to stay moving to keep warm.
Though the party has been given instructions to visit Brother Smythe before setting out on the east road out of town where the rest of the men had gone yesterday, when the druid’s assistant notices you getting your gear ready he sets down his work of making horseshoes and begins walking over to the party. You see that he is bringing the confiscated horse that was given to him by Ostler.
"Well met an’ good mornin’ friends," Brother Smythe says. "I was hopin’ t’ catch up with ye before ye set out today, as I ‘ave some information for you, which yer sure to find useful. Bein’ a longtime practicer an’ assistant to th’ druid o’ th’ grove, I ‘ave some skill in the magics of the old faith, many o’ th’ spells giving me aid in working with the animals brought to me for shoein’ and the like.
"I took some time las’ night to use these talents to speak wi’ this horse Ostler brought to me, the very one taken from one o’ th’ men that was killed yesterday after settin’ fire to th’ inn’s stables. The Speak wi’ Animals magics only gives me a short time to converse with a beast of this nature, maybe ‘alf a minute or so, and t’ be honest, I wasn’t sure if it was going to respond t’ me wi’ hostilities, gratefulness for bein’ rescued, or what, but the beast seemed genuinely disinterested one way or th’ other, and was willing to furnish me with the answers I requested. With th’ limited amount o’ time my spell allowed me I asked it where it come from.
"The horse says it came from a large building, crumbling in places, only a short distance from here. This can only mean it come from that cursed Moathouse east o’ town, between ‘ere and the village o’ Nulb.

You all notice Elmer shift uneasily, and spit on the ground.
"I then asked the horse if it would carry a rider back to where it come from. The horse says it will do its best.
"Provided one o’ you ride th’ horse, it will guide you to where it believes it to ‘ave come from yesterday, and I get no sense that it intends to deceive yeh or turn against yeh. That should save yeh some time, rather than wanderin' about lookin' for hoofprints and other clues. That said, I ‘ave no doubt it come from the old and broken moathouse, a place with an ugly past and cursed by the villagers who live here, as Elmer 'ere can attest to..."

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Nov 23, 2020 10:42 pm
"I'll ride the horse and keep Panther on a stringer until we get there. I can be as light as a feather when I need to be so it may not even notice it's being ridden. Guess I'll have to talk to it to let it know I'm there. Did this horse tell you its name?" Angel pats the bandit horse on the neck as he speaks to Smyth.
Last edited November 23, 2020 10:43 pm
Nov 23, 2020 11:06 pm
Thank you Angel, and thank you Brother Smythe. Your efforts have gone above and beyond your duties and we are grateful for it.
Nov 23, 2020 11:21 pm
"I didn't ask, for my time was limited," says Brother Smythe to Angel. "Though communicatin' with animals is part 'speakin' an' part th' conveyance of thoughts an' emotions, an' yeh sometimes get a sense of what it feels outside of, or in tandem wi' the words spoken. I did not get a sense that this horse 'ad a sense of its own identity, or of knowing itself. Along wi' its indifference to who was possessin' it, I get th' sense that the beast was never loved nor abused, but merely treated as a means to ends. Much th' way one would use a shovel or a hammer. The horse just was treated as just an object o' utilitarian purpose. And for it, a name would serve as useful as th' one yeh give th' next arrow yeh loose."

KCC

Nov 24, 2020 12:07 am
While the party is learning the location of the bandits, Gilly steps forward. While listening to Brother Smythe she puts out her hand and scratches the new horse under its chin.

When there’s a natural lull in the conversation:
"And how can I... ehhh... we learn how to speak to horses? In case we need directions or ask if it’s hungry or something?"
Nov 24, 2020 1:30 am
Ahem! "It shouldn't matter what the name is, unless the horse speaks the common tongue. I'm sure it would respond to any number of names or insults, given the tone of voice. Besides, it would seem strange for these men of baser instinct to humanize an animal in such a way." Eltrezar looks down his nose (which itself shows a history of slight alcoholism) at the Halfling, seemingly unimpressed with her commentary. Looking back at Brother Smythe, he says, "The use of your magicks has helped us greatly. You have saved us much time in exploring the landscape searching for whatever den these ne'r-do-wells may have crawled from. I should like to have a discussion with you as to the nature of your own abilities when this is all well and over, but now is not the time. Good day, ser."

With this, Eltrezar the Medium begins preparing his own new branded steed, having opted to leave the irascible Isolde at the stables where she would indubitably be safer.
Nov 24, 2020 1:36 am
Eltrezar is right, we must be on our way, but thank you again for your help Brother Smythe.

Alice clicks at her horse and brings him out of the smith's yard and onto the road headed East.

KCC

Nov 24, 2020 1:57 am
When Gilly is quite sure that Eltrezer isn’t looking, she scrunches up her face and mockingly mimics his speech behind his back.

When he turns around, Gilly stops and says to him.

"Speakin’ of names. I think I’ve found the right one for you."

Not sure it’d be polite to say in front of Sister Alice.
Last edited November 24, 2020 1:57 am
Nov 24, 2020 2:13 am
Respect for one's elders shows character Gilly

Alice chides as the group canters out of the smithe.
Nov 24, 2020 7:22 am
Angel speaks softly to the new horse and mounts up as soon as he's fashioned a line to Panther. "I think we'll just call you Buddy. How's that sound?" He starts the horse walking slowly forward toward the east road.
Nov 24, 2020 4:40 pm
The wizard is clearly taken aback by this impudence! His eyes widen and he scoffs, muttering to himself as he rides away in the direction of Angel.

"The nerve of that child, it is no wonder I have spent so little time with these Halflings... grumble grumble grumble..."
Nov 24, 2020 6:56 pm
https://i.imgur.com/bKZdsWz.jpg
The party sets out along the east road. Having spent the large part of the day before exploring various locations to the north and south of the village center, the buildings along the east road are only seen for the first time. These buildings include a barn-like house with a wheel nailed to a post, a walled manor house, a large new building with a sign out front displaying a saw and hammer, a well-crafted stone house, and finally on the right side of the road double feildstone walls filled with earth are being constructed to surround two hills. Upon the first hill stands a tall, two-storied tower. Upon the second hill, about 100 feet further east, the beginnings of a smallish castle is being built by laborers. Across the road from the construction site some dozen tents and wattle huts edge a copse of trees, presumably acting as temporary shelter for the workers employed to build the castle.

Finally, after traveling about 200-300 yards from city center, the party arrives at what could be considered the eastern edge of town. The main road continues east, though at this point Angel’s horse, whom he’s given the name of "Buddy", stops at an overgrown track branching off in the direction of the northeast. The horse stops and seems to contemplate for a moment, as if unsure which direction to go, sniffs at the ground and nearby foliage encroaching on the track, and finally turns to continue along the overgrown track leading, as Brother Smythe predicted, to the Moathouse Ruins.

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A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Here and there it is washed out, in other places a mire.
Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. But even considering this, going is slow, and it takes over an hour to reach the place on horseback, or two to trudge along on foot. Considerable hacking and clearing is necessary to make the way passable, so double the time required for the first trip. After two miles, as the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.
A side path, banked high to cross over the wetland to either side, just north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.
https://www.creightonbroadhurst.com/wp-content/uploads/2015/09/Moathouse.jpg
Nov 24, 2020 8:20 pm
Alice holds up a fist to stop the column as soon as she catches sight of the moathouse. She cautious everyone in hushed tones.

Hold here! We know there are more of those thugs but not how many. They likely have this place on guard so the front gate may not be the best bet. Angel and Gilly, how would feel about scouting the perimeter from the tree line?
Nov 24, 2020 10:38 pm
OOC:
I would point out that you guys left around 10am.
It usually takes an hour to get out here by horseback, but on your first excursion it takes twice that, due to having to stop and bushwack from time-to-time. So it's currently about noon. A thief's two main stealth abilities are Hide in Shadows, and Move Silently. Because it's high noon, shadows are not super easy to come by right now, and the skill requires remaining motionless. Move Silently may work provided no guards are looking in Angel's direction.
On the other hand, halflings are notoriously good at using their natural terrain to mask their movements and positions, regardless lighting or time of day. As long as you're outdoors, Gilly is your best bet to creep around unnoticed.
Angel could be of use, depending on how he decides to do this, but a task like this seems made for a halfling's wheelhouse, so if avoiding detection is your primary concern, the thief is a bit of a gamble, but the halfling is almost a sure bet.
Nov 24, 2020 11:32 pm
Angel nods and dismounts leaving the reins in the Sister's hands. Noting the position of the sun he realizes that he can't move too much or get too close. Before moving off he strings his new bow and retests its draw. He then will carefully find a spot that provides decent cover, allows a view of the ruins and a good vantage point from which to use his bow.

KCC

Nov 25, 2020 12:25 am
Gilly dismounts from her pony, and begins to pack some things. Her bow, and short sword. She leaves her shield for the time being.

Phew! Here we go. Here we go. Don’t get caught!

"Okay, Timber. Now you be quiet. I’ll be back soon!’ she scratches Timber and ruffles his mane.

She walks up the line, to Alice and the others. She’s tiny now, to those atop horseback. Not wanting to shout or raise her voice too loud, she simply nods, puts a finger to her lip:

shhhhh...

And she makes a set of hand gestures that you might guess mean "Going around. Be back soon. Be quiet."

She salutes and heads off into the bush!
OOC:
The rules tell me I have a 90% chance to hide in bush or undergrowth. So I shall roll a d100.
Last edited November 25, 2020 2:33 am

Rolls

Hiding - (1d100)

(75) = 75

Nov 25, 2020 2:11 am
Kelric dismounts and ties the reigns to a nearby tree. Hearing Alice, Kelric speaks up I can scout ahead if needed as well. Kelric looks down and attempts to search for any game trails that would encircle the ruins.
OOC:
Do I roll for this
Nov 25, 2020 4:44 am
Eltrezar dismounts his horse, and crouches down to stay out of sight. It is a foolish wizard who reveals his location by the tip of his hat! He grumbles to himself, but otherwise allows Sister Alice to direct the group. "...and always sending the Halflings in to play burglar, just like my fellow wizard. This never ends well, and by the hair of my beard this will not end well..." He seems content being his crotchety self, but keeps a keen eye out, and his hand is held in a peculiar way.
Nov 25, 2020 5:15 am
Alice dismounts and ties up her horse as well, crouching alongside Eltrezar in the overgrowth.

No one can find a halfling that doesn't want to be found sir, at least that's what I know of their kind.

Alice draws her sling and readies a stone in case of a charge from the gate.
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