"Sorry to hear about that. All our boats are grounded until we get the <indecipherable> docks fixed up. You can probably dry off at the tavern, but good luck if you're here for long. Rooming options are camp, build a house, and beg the speaker to let you sleep in her attic."
The cloaked individual gives you all a nod and walks off without a proper goodbye.
The barkeep is a raven-haired human woman who at first eyes you all wearily, then rolls her eyes at whatever she assumes led to your soaked state. She offers you a round of ale for a copper a piece (and preps a roasted knucklehead trout for Jar). As one of her two barmaids brings the trout to Jar, she turns to Morkeleb and Barnabus.
"Ah, the moose. Fine bounty on that thing's head, I'll tell you. A moose with white fur's been terrorizing our loggers for weeks. Every night the hunters come back and complain that it's far too smart for the average beast. I know it blends in with the snow, but how twenty good men can't catch one animal is beyond me. Then yesterday it comes stampeding through town while they're all out looking for it. Wrecked three houses and the docks. Some sorceress who was passing through helped scare it off, otherwise things probably would have been worse. Shame she wasn't interested in the speaker's money, because she left town this morning instead of helping further. Those oafs from the hunters lodge will probably be in soon if you want to ask them more, assuming they didn't finally catch the darned thing."
Jar, the barmaid gives you a wink as she serves the food. "Here, just more moose destruction, but I'm sure you've heard about that. And of course trade's a little slow since they had to shut down some mines down south in Termalaiine; something about kobolds I hear. Travelers passing through drop gossip from time to time though. I heard recently the speaker's gone sick in Caer-Dineval. Supposedly he's not seeing anybody, but there's rumors that people are sneaking in and out at odd hours. Course, that's just what I heard."
Morkeleb eyes Jar’s roast trout enviously. “Can I get one of those too?”
He figures to rest up, dry up, and see what the hunters can say when they return. Meantime he’ll ask more about the sorceress. Does the barkeep have a name or description for this mysterious magic-wielder?
Barnabus licks his lips as he picks up the ale. "Suppose a little rrefreshment won't hurt" He upends the mug pouring it down his gullet swallowingin great big gurgley gulps. Ale splashes and drips from his beard when done. He lets out a satisfied smack of his lips as he dries his face on the back of his sleeve. "Sounds like things are gettin' bad all over. Suppose the best way is to just take it one at a time. Let's talk to the hunters. Perhaps we send them out and we wait here as a trap."
Morkeleb, you’re served up a nice trout as well on request. (Anybody else who wants food can easily get one).
”She was kind of fidgety. Didn’t talk much. Was asking questions about the mountains and some gemstones. Told her she’d have better luck in a mining town, and she got pretty withdrawn until the moose showed up. Older woman with an eyepatch, and an owl on her shoulder. Think she said her name was Harper or Harpie or something like that.”
Barnabus, you know that in towns with lower populations, there tends to be some crossover between town guards and official hunters. Not long after you arrive, a group of disgruntled men (mostly humans and dwarves) show up covered in snow. One recognizes your guard garb and gives you a half-hearted toast with his own mug once he’s settled down.
The barkeep gives them all the side eye, “No luck again today?”
A burly man with a thick beard answers her, “We’re finding tracks, but the damned thing thinks like a person does, I’d swear it. And even then it shouldn’t be taking so long. Half the men are convinced Ravisin’s curse is coming true. I don’t buy it, but this may be the karma we get for executing that druid.”
Nox perks up upon the mention of Ravisin's name and he gets up to the table to approach the group. His manner is affable and casual; "Pardon me for any intrusions," he says, "But could you perhaps elaborate a bit more about this Ravisin character? Something about a curse and an execution? Not to pry in your town's business but we are having similar troubles in Bremen and they are most certainly related to what you all have going on."
The same man turns to you. "Trouble in Bremen? Right, we heard about something in the lake. Would have sent people over to check it out if it wasn't for our own troubles.
The long and short of it is that there was a local druid, Emeryson Ravisin. He lived out in the sticks, and didn't want us chopping down any more of the forest. It's a way of life for us; only thing that makes us useful to Ten-Towns with how few good lumbering spots there are. So that was out of the question. The speaker tried to negotiate with him, but that didn't work, so he got a little violent. Druids can make some weird things happen, so we were suddenly dealing with trees coming to life, our tools catching fire in our hands, the ground opening up, that sort of magic mess. We couldn't meet his demands, so we called him back in to negotiate, then strung him up and executed the man for all the trouble he'd caused. There was no other way, I assure you. Made him a sacrifice to the Frostmaiden, we did.
Before we did the deed, he promised that if we didn't let him go that instant, ruin would come for us from the forest. We called his bluff, seeing as he was the cause of that ruin. Things got better for a while, but then the trouble with the moose started. We also had some problems with living plants still, plus some nasty mice that seemed to be purposefully trying to chew through the foundations of some cabins. The rest of it we could handle, but this thing's something else, and people are starting to think it's whatever curse he promised us. Supposedly people have seen him in the woods, always off in the distance. But I'm not so sure I believe in ghosts. Something else is out there, else he somehow weaseled out of his execution, but I'll swear I saw him die with my own two eyes."
As he finishes his story, you can tell from their reactions that several of the hunters with this man do believe in the ghost he describes.
Barnabus lifts his own mug in reciprocation of the gesture. Following Nox, Barnabus joins his companion in talking to those gathered. Uninterested in getting bogged down in a Philosophical discussion He doesn't comment on the lynching. Instead he focuses on the beast and how they might stop it.
"Thinks like a man you say. Then we should treat it as such. We should go out and cut wood. But create a perimeter of traps and snare. A force should remain in town to strike at it if it comes near." Barnabus' tactical training makes him seem smarter than he is.
“Well it’s a new angle. Suppose it can’t hurt to try. Normally I’d recommend waiting til morning, but well, who knows when that is anymore,” the leader replies, “just be ready for it to charge in from where you least expect it.”
Morkeleb, you’re given a few head shakes before somebody agrees, offering to either sell his hand axe for 3 gold or loan it to you for a silver.
Morkeleb was hoping for a much larger and grander thing, but in the end he supposes he’s not really trying to chop wood, only make the sound of chopping wood to lure in the moose. He’ll rent the hand axe for a silver.
Barnabus smiles broadly and heads outside to get a good look at the surrounding area. He paces back and forth a bit muttering as he goes.
He directs those about him to start closing off avenues of ingress and egress by strategically stacking debris and placing armed townsfolk at gaps to large to block. Openly taking and implementing any suggestions made by others as well.
(I have no idea how to actually fortify a town so tell me what rolls you'd like to see if this works.)
Seeing as you’ve been recognized as military from the next town over, you’ve got enough basic respect that some of the group is willing to assist you after they’ve eaten.
There’s effectively 3 sides to this village. The lake, the worn path leading south to the next town (covered in snow, but clearly they’ve been keeping a base path shaved down through sleds and shovels), and the natural wall that is the forest. It doesn’t immediately encroach on the buildings, thanks to past logging exploits, but is visible from the town’s edge and covers every line of sight that isn’t the lake or southern path.
In attempting to fortify the town, I’ll need 3 checks:
1. Something to boost morale, earn a little respect, and get the local guard with you. You can use whatever skill you’d like for this, provided you can explain how you inspire confidence. 2. A Survival check to calculate the weak points of town (given that this should be in a standard town guard’s training, with advantage) 3. An Athletics check to handle and transport material. Assuming you have help, there’s some among the crowd who can assist in the more technical aspects
Results to come following the checks. Anybody else can either assist Barnabus or approach this their own way.
Morkeleb relishes the physical labor and will handle the fortifications with an athletics check of 22, happy to leave the tactical thinking to Barnabus. He will cast guidance on Barnabus with a prayer of encouragement towards him.
Barnabus stops pacing about and addresses those around him.
"I believe we can make this work. I'll need people stationed on the road and a group ready to close off the route back to the forest. Come on people let's to work!" (Persuasion: 14)
Barnabus takes another look about, the road seems obvious to block but he's struggling to figure out exactly how to cutting off retreat to the woods (Survival:6 w. Adv. Guidence=4 total=10)
He starts hauling anything he can find, hay bales, logs, brush, to create blockades perpendicular to the edge of the forest. (Athletics 21)
Enough people are intrigued by the idea (or just worried about another attack) to lend a hand. While it’s not the entire group, you do at least get people with some carpentry skills to assist on the barricades. Speaking of barricades, high checks like that make the work surprisingly efficient. You’re a little less certain on how to cover every angle of the forest, but you feel like you got the obvious entry points.
The work takes most of the afternoon, and while the tavern-keeper is willing to put some food on the table for those who worked to fortify the town, night approaches. The one guarantee of night is Auril’s nightly aurora, which dances through the sky and ensure the darkness lasts another day. Upon seeing it, most of the townspeople start calling it quits and retiring to their homes.
As mentioned, Lonelywood does not have an inn. Between the efforts fortifying town, and rowing a sinking boat across the lake, all of you are getting tired and sore.
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"Sorry to hear about that. All our boats are grounded until we get the <indecipherable> docks fixed up. You can probably dry off at the tavern, but good luck if you're here for long. Rooming options are camp, build a house, and beg the speaker to let you sleep in her attic."
The cloaked individual gives you all a nod and walks off without a proper goodbye.
Morkeleb leads the others to the tavern to dry off and get more information about the murderous moose. He'll ask the barkeep what he's heard.
At the tavern Barnabus sneezes a couple times but remains silent, being more the type to follow orders than to give them.
**This Space for Rent**
Jar asks for the house special and takes a seat with the party. When the food comes he asks the server "What's new?"
D&D since 1984
The barkeep is a raven-haired human woman who at first eyes you all wearily, then rolls her eyes at whatever she assumes led to your soaked state. She offers you a round of ale for a copper a piece (and preps a roasted knucklehead trout for Jar). As one of her two barmaids brings the trout to Jar, she turns to Morkeleb and Barnabus.
"Ah, the moose. Fine bounty on that thing's head, I'll tell you. A moose with white fur's been terrorizing our loggers for weeks. Every night the hunters come back and complain that it's far too smart for the average beast. I know it blends in with the snow, but how twenty good men can't catch one animal is beyond me. Then yesterday it comes stampeding through town while they're all out looking for it. Wrecked three houses and the docks. Some sorceress who was passing through helped scare it off, otherwise things probably would have been worse. Shame she wasn't interested in the speaker's money, because she left town this morning instead of helping further. Those oafs from the hunters lodge will probably be in soon if you want to ask them more, assuming they didn't finally catch the darned thing."
Jar, the barmaid gives you a wink as she serves the food. "Here, just more moose destruction, but I'm sure you've heard about that. And of course trade's a little slow since they had to shut down some mines down south in Termalaiine; something about kobolds I hear. Travelers passing through drop gossip from time to time though. I heard recently the speaker's gone sick in Caer-Dineval. Supposedly he's not seeing anybody, but there's rumors that people are sneaking in and out at odd hours. Course, that's just what I heard."
Jar pays for the food and another silver for the information. "Thanks sweetness."
D&D since 1984
Morkeleb eyes Jar’s roast trout enviously. “Can I get one of those too?”
He figures to rest up, dry up, and see what the hunters can say when they return. Meantime he’ll ask more about the sorceress. Does the barkeep have a name or description for this mysterious magic-wielder?
Barnabus licks his lips as he picks up the ale. "Suppose a little rrefreshment won't hurt" He upends the mug pouring it down his gullet swallowingin great big gurgley gulps. Ale splashes and drips from his beard when done. He lets out a satisfied smack of his lips as he dries his face on the back of his sleeve. "Sounds like things are gettin' bad all over. Suppose the best way is to just take it one at a time. Let's talk to the hunters. Perhaps we send them out and we wait here as a trap."
**This Space for Rent**
Morkeleb, you’re served up a nice trout as well on request. (Anybody else who wants food can easily get one).
”She was kind of fidgety. Didn’t talk much. Was asking questions about the mountains and some gemstones. Told her she’d have better luck in a mining town, and she got pretty withdrawn until the moose showed up. Older woman with an eyepatch, and an owl on her shoulder. Think she said her name was Harper or Harpie or something like that.”
Barnabus, you know that in towns with lower populations, there tends to be some crossover between town guards and official hunters. Not long after you arrive, a group of disgruntled men (mostly humans and dwarves) show up covered in snow. One recognizes your guard garb and gives you a half-hearted toast with his own mug once he’s settled down.
The barkeep gives them all the side eye, “No luck again today?”
A burly man with a thick beard answers her, “We’re finding tracks, but the damned thing thinks like a person does, I’d swear it. And even then it shouldn’t be taking so long. Half the men are convinced Ravisin’s curse is coming true. I don’t buy it, but this may be the karma we get for executing that druid.”
Nox perks up upon the mention of Ravisin's name and he gets up to the table to approach the group. His manner is affable and casual; "Pardon me for any intrusions," he says, "But could you perhaps elaborate a bit more about this Ravisin character? Something about a curse and an execution? Not to pry in your town's business but we are having similar troubles in Bremen and they are most certainly related to what you all have going on."
The same man turns to you. "Trouble in Bremen? Right, we heard about something in the lake. Would have sent people over to check it out if it wasn't for our own troubles.
The long and short of it is that there was a local druid, Emeryson Ravisin. He lived out in the sticks, and didn't want us chopping down any more of the forest. It's a way of life for us; only thing that makes us useful to Ten-Towns with how few good lumbering spots there are. So that was out of the question. The speaker tried to negotiate with him, but that didn't work, so he got a little violent. Druids can make some weird things happen, so we were suddenly dealing with trees coming to life, our tools catching fire in our hands, the ground opening up, that sort of magic mess. We couldn't meet his demands, so we called him back in to negotiate, then strung him up and executed the man for all the trouble he'd caused. There was no other way, I assure you. Made him a sacrifice to the Frostmaiden, we did.
Before we did the deed, he promised that if we didn't let him go that instant, ruin would come for us from the forest. We called his bluff, seeing as he was the cause of that ruin. Things got better for a while, but then the trouble with the moose started. We also had some problems with living plants still, plus some nasty mice that seemed to be purposefully trying to chew through the foundations of some cabins. The rest of it we could handle, but this thing's something else, and people are starting to think it's whatever curse he promised us. Supposedly people have seen him in the woods, always off in the distance. But I'm not so sure I believe in ghosts. Something else is out there, else he somehow weaseled out of his execution, but I'll swear I saw him die with my own two eyes."
As he finishes his story, you can tell from their reactions that several of the hunters with this man do believe in the ghost he describes.
Barnabus lifts his own mug in reciprocation of the gesture. Following Nox, Barnabus joins his companion in talking to those gathered. Uninterested in getting bogged down in a Philosophical discussion He doesn't comment on the lynching. Instead he focuses on the beast and how they might stop it.
"Thinks like a man you say. Then we should treat it as such. We should go out and cut wood. But create a perimeter of traps and snare. A force should remain in town to strike at it if it comes near." Barnabus' tactical training makes him seem smarter than he is.
**This Space for Rent**
Morkeleb nods along. “That is a cunning plan, I like it!”
He will offer to buy an axe off one of the woodsmen.
“Well it’s a new angle. Suppose it can’t hurt to try. Normally I’d recommend waiting til morning, but well, who knows when that is anymore,” the leader replies, “just be ready for it to charge in from where you least expect it.”
Morkeleb, you’re given a few head shakes before somebody agrees, offering to either sell his hand axe for 3 gold or loan it to you for a silver.
A hand axe??
Morkeleb was hoping for a much larger and grander thing, but in the end he supposes he’s not really trying to chop wood, only make the sound of chopping wood to lure in the moose. He’ll rent the hand axe for a silver.
Barnabus smiles broadly and heads outside to get a good look at the surrounding area. He paces back and forth a bit muttering as he goes.
He directs those about him to start closing off avenues of ingress and egress by strategically stacking debris and placing armed townsfolk at gaps to large to block. Openly taking and implementing any suggestions made by others as well.
(I have no idea how to actually fortify a town so tell me what rolls you'd like to see if this works.)
**This Space for Rent**
Seeing as you’ve been recognized as military from the next town over, you’ve got enough basic respect that some of the group is willing to assist you after they’ve eaten.
There’s effectively 3 sides to this village. The lake, the worn path leading south to the next town (covered in snow, but clearly they’ve been keeping a base path shaved down through sleds and shovels), and the natural wall that is the forest. It doesn’t immediately encroach on the buildings, thanks to past logging exploits, but is visible from the town’s edge and covers every line of sight that isn’t the lake or southern path.
In attempting to fortify the town, I’ll need 3 checks:
1. Something to boost morale, earn a little respect, and get the local guard with you. You can use whatever skill you’d like for this, provided you can explain how you inspire confidence.
2. A Survival check to calculate the weak points of town (given that this should be in a standard town guard’s training, with advantage)
3. An Athletics check to handle and transport material. Assuming you have help, there’s some among the crowd who can assist in the more technical aspects
Results to come following the checks. Anybody else can either assist Barnabus or approach this their own way.
Morkeleb relishes the physical labor and will handle the fortifications with an athletics check of 22, happy to leave the tactical thinking to Barnabus. He will cast guidance on Barnabus with a prayer of encouragement towards him.
Barnabus stops pacing about and addresses those around him.
"I believe we can make this work. I'll need people stationed on the road and a group ready to close off the route back to the forest. Come on people let's to work!" (Persuasion: 14)
Barnabus takes another look about, the road seems obvious to block but he's struggling to figure out exactly how to cutting off retreat to the woods (Survival:6 w. Adv. Guidence=4 total=10)
He starts hauling anything he can find, hay bales, logs, brush, to create blockades perpendicular to the edge of the forest. (Athletics 21)
**This Space for Rent**
Enough people are intrigued by the idea (or just worried about another attack) to lend a hand. While it’s not the entire group, you do at least get people with some carpentry skills to assist on the barricades. Speaking of barricades, high checks like that make the work surprisingly efficient. You’re a little less certain on how to cover every angle of the forest, but you feel like you got the obvious entry points.
The work takes most of the afternoon, and while the tavern-keeper is willing to put some food on the table for those who worked to fortify the town, night approaches. The one guarantee of night is Auril’s nightly aurora, which dances through the sky and ensure the darkness lasts another day. Upon seeing it, most of the townspeople start calling it quits and retiring to their homes.
As mentioned, Lonelywood does not have an inn. Between the efforts fortifying town, and rowing a sinking boat across the lake, all of you are getting tired and sore.