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..."
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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