Erevan stays silent for now and telepathically sends Fez on another fly-around to look for their quarry.
He smiles at the halflings' suggestion and waits to hear what Olwer's response is. He looks at his comrade with a slight smile and tilted head, curious to see how it will all turn out.
''Stolen, not escaped or snatched by a hungry wolf? Oh, no, I suppose you'd have seen any tracks left by a beastie, getting in or out. So, a pig-rustler, eh? You've got my sympathy. I've run into my share of rascals and thieves in Baldur's Gate; crooked tavernkeepers and slyly-tippling deliverymen, barrel-burglars. My advice is get a second set of eyes on that pen, right away. Somebody to look at it fresh, consider the situation."
The halflings perk up at your words.
"You have experience, you say? Could you perhaps take a look, see if you can find any clues? Perhaps Cameron can be found!"
Olwer says,
"Me? Well, it's not like looking for a mismatch between inventory books and the contents of the cellar or spotting signs of a clever burglary at the brewery, but I suppose some experience with this sort of stuff is better than none. And as I said, another set of eyes can be helpful. Nor have I got any pressing business today, so, yes, I'll take a look."
The 'brewer' then proceeds to investigate the pig-pilfering...
Farmer Butterweed and the other halflings give a little cheer at your willingness to help, and the whole lot of them escort you to the Butterweed farm, not too far away, on the outskirts of the village, at the border of the forest. As you draw near the barn and pigpen area behind the quaint little cottage, one of the halflings in the group has the wherewithal to stop the group and say,
"Let's wait here, lads. Don't want to go trumping about and ruining the crime scene. Let the professionals do their work in peace."
They all stop and lean against a picket fence that separates the cottage lawn from the farmyard, and watch you eagerly.
Farmer Butterweed and the other halflings give a little cheer at your willingness to help, and the whole lot of them escort you to the Butterweed farm, not too far away, on the outskirts of the village, at the border of the forest. As you draw near the barn and pigpen area behind the quaint little cottage, one of the halflings in the group has the wherewithal to stop the group and say,
"Let's wait here, lads. Don't want to go trumping about and ruining the crime scene. Let the professionals do their work in peace."
They all stop and lean against a picket fence that separates the cottage lawn from the farmyard, and watch you eagerly.
Olwer stops at the fence, as well.
"Professionals? So, the constable's coming, then...oh, you mean us."
He chuckles and grins in a self-effacing manner, as if embarrassed by their faith in his amateur sleuthing.
He then proceeds with his investigation. A walk about the grounds and buildings, starting with the pen, paying special attention to any doors, windows, ladders, fences, gates, and other modes of entry and exit.
Your thorough search easily spots bootprints in some mud, heading into the forest behind the farm. Please roll investigation to see what you can learn about the prints, and survival if you want to follow them into the woods.
Your thorough search easily spots bootprints in some mud, heading into the forest behind the farm. Please roll investigation to see what you can learn about the prints, and survival if you want to follow them into the woods.
Another investigation roll, or is this using the one I pre-rolled upthread? That was a 20.
Olwer will ask Erevan to help him in the investigation of the scene, unless the other man seems busy questioning the farmer or appears otherwise engaged.
This post has potentially manipulated dice roll results.
As they depart the fairgrounds, Erevan instructs Fez to remain unseen for now and to keep looking around the fair for their quarry or anything else of interest. He'll check in with the familiar from time to time while they investigate the theft.
At the farm, he joins with Olwer, checking out the footprints and looking for any other clues as well.
Within a few minutes of study, you’re certain that the muddy boot prints were made by two humanoids about your size, not halflings or gnomes. They came from the forest, came to the pigpen, and returned to the forest. No other clues are evident. The pigpen has a latch but no lock; anyone could open it. Nothing was left on the ground. The trail leading into the forest shows enough broken twigs and stomped-on underbrush that the owners of the tracks are not remarkable woodsmen.
If his companion is amenable to the idea, Olwer will search the woods for more tracks and signs, attempting to find the missing swine or the campsite of the pig-nappers.
The halflings stay on the farm as the pair of you enter the forest. It's not too difficult to follow the trail; whoever left it was careless. There are only a few tricky spots that take you some time to pick up the trail again.
These woods are quaint and charming. Moss-covered trees are not too tight together to navigate through. Green light shines down plentifully, nourishing an undergrowth of ferns, flowers, berry bushes. You catch glimpses of innocuous wildlife: squirrels, birds, rabbits, fox, etc.
After about 90 minutes, you hear voices. The tracks lead into a thicket, and the voices are coming from there.
You can keep your stealth roll, depending on what you want to do next.
Erevan telepathically calls on Fez to join them as they enter the woods. Knowing that he is not particularly soft of step, Erevan hangs back slightly as Olwer creeps ahead to spy. If Olwer is still spying when Fez arrives, Erevan will instruct the sprite to go listen in as well.
You cautiously approach the thicket. You can't see inside yet, but the voices become clear. Sounds like an argument. Incidentally, you also pick up the scent of roasting meat.
"Food isn't enough, Iork. He needs a healer!"
"And where exactly are we going to find a healer around here?"
"Maybe the halfling village--"
"No! Bunch of simple-minded bumpkins, they'd probably rub cow manure in the wound and call it a poultice."
You also, strangely, pick up a 3rd someone chuckling and laughing intermittently. A 4th person gives out a low groan.
This post has potentially manipulated dice roll results.
Erevan considers the words he hears in the magical whisper from his "co-worker." for but a moment before replying in his own magically silent whisper. "They outnumber us, but I'm sure we can handle a few pig thieves if it comes to it. We can put them to sleep if we need to, but let's talk. I'll be coming in bigger and scarier than my usual handsome self. Stand by."
Erevan draws on the powers granted to him by the fey lords. They love trickery, deceit, and deception and so it is relatively simple for him to twist the light, shadow, and color around him, making himself look bigger, tougher, meaner, and uglier than his normal handsome self. He then creeps forward to join Olwer.
If Fez has arrived, Erevan tells him to stay unseen and to stay close by.
OOC: Erevan will use his Disguise Self invocation to appear as a broad-chested muscular and nasty looking half-orc a full foot taller than he really is before moving forward to join Olwer.
Erevan stays silent for now and telepathically sends Fez on another fly-around to look for their quarry.
He smiles at the halflings' suggestion and waits to hear what Olwer's response is. He looks at his comrade with a slight smile and tilted head, curious to see how it will all turn out.
Olwer says,
"Me? Well, it's not like looking for a mismatch between inventory books and the contents of the cellar or spotting signs of a clever burglary at the brewery, but I suppose some experience with this sort of stuff is better than none. And as I said, another set of eyes can be helpful. Nor have I got any pressing business today, so, yes, I'll take a look."
The 'brewer' then proceeds to investigate the pig-pilfering...
Farmer Butterweed and the other halflings give a little cheer at your willingness to help, and the whole lot of them escort you to the Butterweed farm, not too far away, on the outskirts of the village, at the border of the forest. As you draw near the barn and pigpen area behind the quaint little cottage, one of the halflings in the group has the wherewithal to stop the group and say,
"Let's wait here, lads. Don't want to go trumping about and ruining the crime scene. Let the professionals do their work in peace."
They all stop and lean against a picket fence that separates the cottage lawn from the farmyard, and watch you eagerly.
Olwer stops at the fence, as well.
"Professionals? So, the constable's coming, then...oh, you mean us."
He chuckles and grins in a self-effacing manner, as if embarrassed by their faith in his amateur sleuthing.
He then proceeds with his investigation. A walk about the grounds and buildings, starting with the pen, paying special attention to any doors, windows, ladders, fences, gates, and other modes of entry and exit.
Your thorough search easily spots bootprints in some mud, heading into the forest behind the farm. Please roll investigation to see what you can learn about the prints, and survival if you want to follow them into the woods.
Another investigation roll, or is this using the one I pre-rolled upthread? That was a 20.
If a new roll is needed:
12
survival
21
Olwer will ask Erevan to help him in the investigation of the scene, unless the other man seems busy questioning the farmer or appears otherwise engaged.
As they depart the fairgrounds, Erevan instructs Fez to remain unseen for now and to keep looking around the fair for their quarry or anything else of interest. He'll check in with the familiar from time to time while they investigate the theft.
At the farm, he joins with Olwer, checking out the footprints and looking for any other clues as well.
Investigation 5
Survival 6
Within a few minutes of study, you’re certain that the muddy boot prints were made by two humanoids about your size, not halflings or gnomes. They came from the forest, came to the pigpen, and returned to the forest. No other clues are evident. The pigpen has a latch but no lock; anyone could open it. Nothing was left on the ground. The trail leading into the forest shows enough broken twigs and stomped-on underbrush that the owners of the tracks are not remarkable woodsmen.
It’s about 8:30 AM now
Olwer says to Erevan,
"What do you think of a hike in the woods?"
If his companion is amenable to the idea, Olwer will search the woods for more tracks and signs, attempting to find the missing swine or the campsite of the pig-nappers.
"Sure, why not?" Erevan replies, eyeing the forest and wondering if there might be any fey about or whether it a more mundane sort of wood.
Olwer sets off at a slow walking pace.
If he hears any noises that sound like strangers' voices, footfalls, or a pig's grunting and oinking, he will sneak closer for a peek.
stealth, if called for
23
If not, he just keeps along the trail left by the booted thieves as long as it remains discernable.
The halflings stay on the farm as the pair of you enter the forest. It's not too difficult to follow the trail; whoever left it was careless. There are only a few tricky spots that take you some time to pick up the trail again.
These woods are quaint and charming. Moss-covered trees are not too tight together to navigate through. Green light shines down plentifully, nourishing an undergrowth of ferns, flowers, berry bushes. You catch glimpses of innocuous wildlife: squirrels, birds, rabbits, fox, etc.
After about 90 minutes, you hear voices. The tracks lead into a thicket, and the voices are coming from there.
You can keep your stealth roll, depending on what you want to do next.
Olwer sneaks closer...
(Keeping the stealth roll)
Erevan telepathically calls on Fez to join them as they enter the woods. Knowing that he is not particularly soft of step, Erevan hangs back slightly as Olwer creeps ahead to spy. If Olwer is still spying when Fez arrives, Erevan will instruct the sprite to go listen in as well.
You cautiously approach the thicket. You can't see inside yet, but the voices become clear. Sounds like an argument. Incidentally, you also pick up the scent of roasting meat.
"Food isn't enough, Iork. He needs a healer!"
"And where exactly are we going to find a healer around here?"
"Maybe the halfling village--"
"No! Bunch of simple-minded bumpkins, they'd probably rub cow manure in the wound and call it a poultice."
You also, strangely, pick up a 3rd someone chuckling and laughing intermittently. A 4th person gives out a low groan.
Olwer sniffs at the roasting meat odor, frowning.
He whispers, pointing to Erevan,
message cantrip
"At least four in there... Should we try to sneak in for a closer look, put them to sleep, or go in and talk? Something else?"
Erevan considers the words he hears in the magical whisper from his "co-worker." for but a moment before replying in his own magically silent whisper. "They outnumber us, but I'm sure we can handle a few pig thieves if it comes to it. We can put them to sleep if we need to, but let's talk. I'll be coming in bigger and scarier than my usual handsome self. Stand by."
Erevan draws on the powers granted to him by the fey lords. They love trickery, deceit, and deception and so it is relatively simple for him to twist the light, shadow, and color around him, making himself look bigger, tougher, meaner, and uglier than his normal handsome self. He then creeps forward to join Olwer.
If Fez has arrived, Erevan tells him to stay unseen and to stay close by.
OOC: Erevan will use his Disguise Self invocation to appear as a broad-chested muscular and nasty looking half-orc a full foot taller than he really is before moving forward to join Olwer.
Stealth 20
Olwer also moves in, as quietly as he can manage...
stealth
13