Quelline finishes a cracker she was eating and rubs her hands off on her pants. "Oh sure! Cappy was playing in the woods as he often does, and apparently something attracted his attention over by the Tresendar Manor—Tresendar Ruins I call it. He said he saw some red cloaks through the foliage. Apparently they were mucking about around a hole? Or something? I don't know. Cappy has a big imagination. The hole business is probably not worth your time, but he has seen them around those ruins a few times apparently. I can't keep that boy on the farm, I tell you!"
Quelline says that's fine, walks you out to a small patio in the back of the farmhouse, refills your tea, and fetches Cappy. He's a young halfling of about 10 with freckles, big front teeth, and muddy pants.
Cappy looks to his mother for approval to speak of the Redbrands and, getting it, says, "Oh it was a big hole. Big enough for a person your size." He motions to Badger.
Cappy, chuckling: "No it's a hole in a hillside, like a doorway. They use it to get to their secret hideout."
Quelline clucks her tongue in disbelief.
Cappy shares the whereabouts of the hole, giving you landmarks around the south side of Tresendar Manor, should you wish to investigate. Otherwise, he doesn't have much more useful information for you. He's generally friendly, and Quelline is a pleasant host. You eventually make your leave.
After the Quote Unquote Fantastic walk back to the road, Ash says, "When we're ready, do you think it best to investigate the Manor through their secret entrance or through the front door? Which gives us the best chance to get the jump on them?"
K: "There's no real way to know which entrance they use regularly, or if they use both, without scouting it out for a day or more. It doesn't feel like we should spend the time on that."
Badger: "No, but if we get an early rest—like I think we all need and want—we could get to the Manor early enough to see which they use in the morning. Then we go in with fewer ruffians inside. It's just an idea."
K: "However we decide to infiltrate the Manor, I want to check out the Dendrar residence--the woodworker who was beaten or killed by the Redbrands--to see if there are any clues there."
Quelline finishes a cracker she was eating and rubs her hands off on her pants. "Oh sure! Cappy was playing in the woods as he often does, and apparently something attracted his attention over by the Tresendar Manor—Tresendar Ruins I call it. He said he saw some red cloaks through the foliage. Apparently they were mucking about around a hole? Or something? I don't know. Cappy has a big imagination. The hole business is probably not worth your time, but he has seen them around those ruins a few times apparently. I can't keep that boy on the farm, I tell you!"
K: "Could we talk to the boy? I just want to hear about this hole so we can rule it out as relevant."
Quelline says that's fine, walks you out to a small patio in the back of the farmhouse, refills your tea, and fetches Cappy. He's a young halfling of about 10 with freckles, big front teeth, and muddy pants.
K: "Hi Cappy. We wanted to ask about the Redbrands and this hole you've found them messing with. How big was this hole?"
Cappy looks to his mother for approval to speak of the Redbrands and, getting it, says, "Oh it was a big hole. Big enough for a person your size." He motions to Badger.
Badger looks at K, frowning, concerned. "How many holes were there? Many?"
Cappy: "Oh no, just the one."
Badger, confused: "Oh, just one? Were they filling it with dirt, or digging it, or...?"
Cappy, also confused: "Well no, they were walking through it."
Badger: "Through it? This isn't a hole in the ground?"
Cappy, chuckling: "No it's a hole in a hillside, like a doorway. They use it to get to their secret hideout."
Quelline clucks her tongue in disbelief.
Cappy shares the whereabouts of the hole, giving you landmarks around the south side of Tresendar Manor, should you wish to investigate. Otherwise, he doesn't have much more useful information for you. He's generally friendly, and Quelline is a pleasant host. You eventually make your leave.
What would you like to do next?
After the Quote Unquote Fantastic walk back to the road, Ash says, "When we're ready, do you think it best to investigate the Manor through their secret entrance or through the front door? Which gives us the best chance to get the jump on them?"
K: "There's no real way to know which entrance they use regularly, or if they use both, without scouting it out for a day or more. It doesn't feel like we should spend the time on that."
Badger: "No, but if we get an early rest—like I think we all need and want—we could get to the Manor early enough to see which they use in the morning. Then we go in with fewer ruffians inside. It's just an idea."
K: "However we decide to infiltrate the Manor, I want to check out the Dendrar residence--the woodworker who was beaten or killed by the Redbrands--to see if there are any clues there."
Badger: "That's a fine idea. Let's head there now. We have all day to decide how best to enter the Manor."
You make your way to the woodworker Thel Dendrar's home across from Lionshield Coster and Townmaster's Hall, just where Trilena said it would be.
Here is a map of the town. Note that some named features are not important to this campaign.
The Dendrar home is a fine little well-built cabin.
Badger looks for signs of the incident in the road or yard.
Investigation: 18
Ash checks the front door. Is it unlocked?
Badger: it has been 10 days since the incident. There aren't any lasting signs of a struggle or fight outside.
Ash: the door is locked.