The cabin is much like the exterior—it is a nicely built cabin well-furnished with nice wooden pieces. You gather that this Thel is (or was) a talented carpenter.
However, you do notice a musty smell as though the house hasn't been opened in some time. Family belongings and items are scattered throughout the home—there is no sign of packing or moving. It seems more likely that the family went somewhere intending to return, but has not returned.
Badger: you find a scrap of paper behind a little desk at the front of the house. It appears to be a note written with a feminine hand. It reads: "...have taken Thel's b... ...othing. Please. Sen... ...justice. This town cannot abide..." The note was apparently torn to pieces, and this is the only remaining scrap.
K: you find a diary in what appears to be a room shared by the children.
Ash: you find more evidence as was laid out previously.
Badger shares the scrap of paper. "It seems she was writing for help, but the ruffians found out in time to stop her. Put another check in the column of people not impressed with the Townmaster."
K returns the diary where it was and does not read it.
Badger: "Well? What next? Should we confront the Townmaster or let Sir Hallwinter handle that? We could go back to Stonehill, plan our infiltration into the Manor, and get some rest?"
The three of you return to Stonehill Inn. You sup on delicious baked squab and potatoes. Badger drinks a wine and the halflings an ale. Others in the common room look the party over, but whereas earlier it was out of curiosity, now it is out of admiration. It seems word of your trimming of the ruffian band has gone around town a bit, and many of the townspeople are appreciative. When it is time to pay the bill, Elsa informs you that a set of patrons all pitched in a few silver to cover the tab.
You go to your rooms early. You're exhausted from the battle, though you find it hard to get to sleep, considering how early in the day it is. You toss and turn. Finally you drift off into a fitful, restless sleep.
You each gain a long rest.
You awake before the sun rises, though the sky hints that it will come soon. What do you do next?
Ash gets up earlier than normal, mocks K a little bit for his morning meditation in a friendly way, and is ready to infiltrate the Tresendar Manor.
Badger gets help from K to don his armor and says a prayer to Tyr for guidance during their day's mission. He is trying to put on a brave face, but is still rattled by their near deaths.
K wakes, meditates, and readies himself for battle.
Ash gets up earlier than normal, mocks K a little bit for his morning meditation in a friendly way, and is ready to infiltrate the Tresendar Manor.
Badger gets help from K to don his armor and says a prayer to Tyr for guidance during their day's mission. He is trying to put on a brave face, but is still rattled by their near deaths.
K wakes, meditates, and readies himself for battle.
Badger suggests they wait until an hour after sunrise before entering, scouting both locations to see if anyone leaves, and then to rendezvous in front of the Alderleaf farm to make final plans.
Stealth (+advantage): 7
K will accompany Ash to scout the hole/tunnel while Badger scouts the front entrance.
The three of you find positions of varying stealth.
Ash and K: Shortly after sun rise, you see two bugbears exit the tunnel. They wear leather armor and carry rusty morningstars. They head east and north into woods and are shortly out of sight. About ten minutes later, two Redbrand ruffians exit. One is clearly upset about something, and when they pass closely, you hear the other offer to pay for their breakfast. They head towards the Sleeping Giant and are quickly out of sight. You see nothing else of note before your rendezvous time and so head there.
Badger: You see nothing before sunrise, and nothing before you start to leave. But just as you start to move from your hiding spot, the door swings open abruptly and three Redbrand ruffians exit, talking loudly and brashly about what you assume is a gambling game one of them has recently won. They're paying no attention to you, however, so they don't notice you. You're able to crouch back into your hiding spot until they pass and are out of sight down the road. You return to the rendezvous spot.
Ash: "So apparently they have bugbears working with them, too."
Badger: "Or maybe the Redbrands are working with some goblin group. Maybe even the Cragmaws. I'm even more convinced we need to go in to find clues about wizard Albrek's whereabouts and directions to Cragmaw Castle."
K: "They are 5 more ruffians and 2 bugbears down now. I recommend we go in now."
You enter the tunnel and walk about 100' north before finding that it opens into an unlit cavernous area. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. In the torch light, you see that a crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
You find yourselves on the west side of the cavern. Light spills from the passage to the west, but not the passage to the east. The cavern continues northward beyond what you can see from your torch light or dark vision.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ash excitedly pulls out his thieves' tools and starts working at the door.
Sleight of hand: 21
Ash: you make quick work of the lock. In a few brief seconds, you click the tumblers into place and the door unlocks.
Ash looks back at the party and smiles, turns the knob, pushes open the door, and performs a slight bow.
Badger whispers harshly, "Ash! We can't just break in to a family's home!"
Ash looks at the open door innocently. "Apparently we can."
K walks up the path and onto the porch. "Come, Badger. We're here to help them." He walks into the home.
The cabin is much like the exterior—it is a nicely built cabin well-furnished with nice wooden pieces. You gather that this Thel is (or was) a talented carpenter.
However, you do notice a musty smell as though the house hasn't been opened in some time. Family belongings and items are scattered throughout the home—there is no sign of packing or moving. It seems more likely that the family went somewhere intending to return, but has not returned.
K starts poking around the various rooms, looking for clues as to their whereabouts or why they left.
Investigation: 10
Badger does the same.
Investigation: 11
Ash also helps investigate the cabin.
Investigation: 8
Badger: you find a scrap of paper behind a little desk at the front of the house. It appears to be a note written with a feminine hand. It reads: "...have taken Thel's b... ...othing. Please. Sen... ...justice. This town cannot abide..." The note was apparently torn to pieces, and this is the only remaining scrap.
K: you find a diary in what appears to be a room shared by the children.
Ash: you find more evidence as was laid out previously.
Badger shares the scrap of paper. "It seems she was writing for help, but the ruffians found out in time to stop her. Put another check in the column of people not impressed with the Townmaster."
K returns the diary where it was and does not read it.
Badger: "Well? What next? Should we confront the Townmaster or let Sir Hallwinter handle that? We could go back to Stonehill, plan our infiltration into the Manor, and get some rest?"
K: "Yes. Let's go sleep."
The three of you return to Stonehill Inn. You sup on delicious baked squab and potatoes. Badger drinks a wine and the halflings an ale. Others in the common room look the party over, but whereas earlier it was out of curiosity, now it is out of admiration. It seems word of your trimming of the ruffian band has gone around town a bit, and many of the townspeople are appreciative. When it is time to pay the bill, Elsa informs you that a set of patrons all pitched in a few silver to cover the tab.
You go to your rooms early. You're exhausted from the battle, though you find it hard to get to sleep, considering how early in the day it is. You toss and turn. Finally you drift off into a fitful, restless sleep.
You each gain a long rest.
You awake before the sun rises, though the sky hints that it will come soon. What do you do next?
Ash gets up earlier than normal, mocks K a little bit for his morning meditation in a friendly way, and is ready to infiltrate the Tresendar Manor.
Badger gets help from K to don his armor and says a prayer to Tyr for guidance during their day's mission. He is trying to put on a brave face, but is still rattled by their near deaths.
K wakes, meditates, and readies himself for battle.
Ash gets up earlier than normal, mocks K a little bit for his morning meditation in a friendly way, and is ready to infiltrate the Tresendar Manor.
Badger gets help from K to don his armor and says a prayer to Tyr for guidance during their day's mission. He is trying to put on a brave face, but is still rattled by their near deaths.
K wakes, meditates, and readies himself for battle.
Will you be approaching Tresendar Manor via the front door? Or are you doing something else?
Will you be approaching Tresendar Manor via the front door? Or are you doing something else?
Will you be approaching Tresendar Manor via the front door? Or are you doing something else?
Badger suggests they wait until an hour after sunrise before entering, scouting both locations to see if anyone leaves, and then to rendezvous in front of the Alderleaf farm to make final plans.
Stealth (+advantage): 7
K will accompany Ash to scout the hole/tunnel while Badger scouts the front entrance.
Stealth (+advantage): 20
Ash stealth (+advantage): 23
The three of you find positions of varying stealth.
Ash and K: Shortly after sun rise, you see two bugbears exit the tunnel. They wear leather armor and carry rusty morningstars. They head east and north into woods and are shortly out of sight. About ten minutes later, two Redbrand ruffians exit. One is clearly upset about something, and when they pass closely, you hear the other offer to pay for their breakfast. They head towards the Sleeping Giant and are quickly out of sight. You see nothing else of note before your rendezvous time and so head there.
Badger: You see nothing before sunrise, and nothing before you start to leave. But just as you start to move from your hiding spot, the door swings open abruptly and three Redbrand ruffians exit, talking loudly and brashly about what you assume is a gambling game one of them has recently won. They're paying no attention to you, however, so they don't notice you. You're able to crouch back into your hiding spot until they pass and are out of sight down the road. You return to the rendezvous spot.
Ash: "So apparently they have bugbears working with them, too."
Badger: "Or maybe the Redbrands are working with some goblin group. Maybe even the Cragmaws. I'm even more convinced we need to go in to find clues about wizard Albrek's whereabouts and directions to Cragmaw Castle."
K: "They are 5 more ruffians and 2 bugbears down now. I recommend we go in now."
Badger: "Yes, let's go."
You enter the tunnel and walk about 100' north before finding that it opens into an unlit cavernous area. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. In the torch light, you see that a crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
You find yourselves on the west side of the cavern. Light spills from the passage to the west, but not the passage to the east. The cavern continues northward beyond what you can see from your torch light or dark vision.