So, our intrepid crew began following the trace road out of town that led into the swamp in search of the old Moathouse once used as a staging area for the Elemental Cult. Long unused, it was severely overgrown and the players needed to cut a path through the grass, bushes and sapling trees that had grown over the track. Luckily Amberyn just happened to have her uncle's polearm handy, and they were able to use it to good effect and save the wear and tear on their own weapons.
The moathouse was just that, a very small manse surrounded by a stone wall with battlements, and towers at the four corners. The creek running through the area pooled out here, creating a swampy depression surrounding the whole area and forming a moat around the manse. The moathouse itself was in severe disrepair. The detachment of soldiers that razed the construct ten years back had completely collapsed the upper story of the building, and there was evidence of an attempt to set the place ablaze that had failed. The drawbridge was down, thankfully, but sported obvious signs of rot and had holes here and there. The gates may have been closed at some point, but were now hanging askew off of their hinges. Giant lizards were known to haunt these waters, filling the niche that alligators populated in North American swamps. Giant leeches were also not uncommon, as well as other insects and beasties. It would be best to avoid the water if at all possible, as who could say for sure what might be lurking in their depths?
Amberyn the Ranger and Terrible Sally the Illusionist/Thief decided to scout up front and see if there was any danger. Sally had cast her Phantom Armor spell in case something or someone got the drop on her.
Sure enough, they spotted a number of giant toads lurking in the waters in and around the drawbridge. Amberyn lined up a shot with her light crossbow, and hit one, but that alerted the mess of them and the toads surged forth. The rest of the party surged forth to deal with them, and the fight was on. Terrible Sally was unlucky enough to get snagged by the sticky tongue of the largest toad, and was drawn into its mouth and bitten. Her Phantom Armor protected her somewhat, but the bite dispelled the protection. Our party was victorious, and Sally was spared any further injury. The Phantom Armor spell lasts until dispelled by the caster or by damage taken, but she had cast it yesterday, leaving her with a spell slot free to use for the day. She chose to recast the Phantom Armor to ward off future hazards.
The drawbridge proved solid enough for foot traffic, and they proceeded into the open air courtyard. Arrow slits dotted the walls to the north and east, and the exterior wall surrounded them on the west and south, with a door leading into a tower in the southwest. Wide stairs let up to the northeast to another large pair of double doors that were left askew.
Our party looked around, with Sally exploring the tower entrance. She did notice a scattering of bones on the ground of the tower, but also the glint of coins. Sally has an amazing Perception skill rank, but you can't see something that is completely hidden, like the giant spider lurking in the ruins of the upper level of the tower. Sally stepped in, and got jumped by the spider. She was bitten, but again her armor saved her and was dispelled by the attack. The rest of the party ran to her aid and slayed the beast. Sally, embarrassed and grumpy, gathered the coins and they proceeded to the stairs.
Amberyn, being the Ranger, examined the stairs for clues. Lots of tracks were found, both of creatures and of people, with the human footprints being relatively recent. They entered into the moathouse interior on their guard.
The majority of rooms in the main level of the moathouse were filled with denizens from the surrounding swamp. In one room, they found a giant puff adder, which they managed to kill without anyone getting poisoned. They found a giant lizard in another, and were able to kill it without getting too seriously, even finding a magical shield from an earlier victim in its stomach (which was immediately claimed by the party cleric). In the remains of the old kitchen, they were jumped by a Giant Tick which attacked and latched onto Terrible Sally. Tergus the fighter managed to yank the monstrosity off her, and being skilled in unarmed combat was able to burst the thing barehanded like a pomegranate seed.
In the final room, the old throne room in the far northeast of the moathouse, they heard the sounds of movement. Actual people, not animals, were holed up in here. They burst in, but the bandits residing here were not caught unawares, having taken position behind upturned tables, piles of rubble and rotting furniture. They peppered the party with missile fire as they advanced against the bandits. The Halfling Magic User finally got her moment to shine, firing off a Sleep spell and putting the bandit leader and his lieutenant unconscious, along with a few other bandits. Mop up was easy afterwards.
They kept the leader and his aide alive for questioning, along with one other bandit. The bandits were angry, especially at the lieutenant, who was watching the party as they fought the toads. If it looked like the adventurers were too powerful or that they had a mage amongst their number, he was to have warned the leader and the bandits would have fled the moathouse immediately rather than stand their ground.
The bandits did answer questions put to them, however. They had set up shop here, thinking the place was abandoned, when they were approached one evening by an armored Cleric wearing a cloak emblazoned with an emblem resembling a burning eye of fire. He had that creepy charisma one might associate with cult leaders. Introducing himself as Lareth the Beautiful, he said they were welcome to stay, as long as they never went downstairs, and worked to keep any and all interlopers from entering the Moathouse. They readily agreed, and have been living here in the month's since. They've seen evidence of humans and humanoids moving in and out of the keep, but they don't know how they've been getting downstairs, as the only staircase down is infested with giant rats.
The party stripped them of all gear and treasure, but gave them all suits of scavenged leather armor, shields, and clubs, telling them to leave and never come back. They readily agreed to this plan, and fled out the collapsed east wall across a scattering of rubble which allowed them to cross the moat without wading in the murk.
Having a ready made campsite, and plenty of provisions scavenged from the bandits, they decided to camp here for the night rather than return to Hommlet. They disposed of the bodies of the fallen into the moat, attracting lots of giant lizards, but the lizards were stuffed full enough they wouldn't come inside looking for any more (or anyone) to eat.
They had enough healing herbs from the ranger and healing magic from the cleric that everyone was at full Hit Points before turning in, including poor Terrible Sally.
Wednesday, May 15, 2013
Monday, May 13, 2013
Moathouses and...Megafauna?
Here's an observation about the critters that populate the world of Oerth and the Land of Greyhawk in the Advanced Dungeons and Dragons default world, created by Gary Gygax and crew during their years of playing and playtesting the game. It is richly detailed, but still leaves room for an individual game master to lend his or her hand to fine tuning local details and creating something original and new.
As is any good fantasy world, it is populated not just by people but by dangerous monsters. These can range from the familiar (evil rampaging hordes of humanoids like Goblins and Orcs), to textbook monsters (like trolls or wraiths). Then there is the everyday danger of dealing with the wildlife and animals that between and within the major cities. Straddling the line between wildlife and monsters are the various megafauna that populate Greyhawk.
There are normal beasties aplenty, such as snakes, spiders, ticks, scorpions, etc. But throughout Oerth there are giant versions of these beasts. Imagine a world where, as a shepherd, you had to guard your flock of sheep against both coyotes and spiders as big as coyotes. Imagine a tick season where you had to make sure your cattle didn't stray too close to the forest and pick up a baseball-sized or larger bloodsucker on their underside? If you head to the arctic, there are the usual polar bears to worry about, but also massive cave bears and wooly mammoths roaming the frozen tundra. Dire wolves range the deep forests along with regular wolves. Sabertooth Tigers hunt alongside cougars in the northern forests. The list goes on.
I see the presence of megafauna in the Realm of Greyhawk as a two-fold phenomenon. Animals from the megafauna era on our Earth that our now extinct just never got pressed to extinction in Oerth, for one reason or another. They survive in their own particular niche, and may not be super common, but also known quantities. The giant insects and arachnids are a different matter. Anyone who has read up on the science of science fiction and fantasy has heard the discussion of how critters with exoskeletons cannot survive in giant form, as their carapace would be so heavy as to restrict breathing and movement. In my mind, these critters appeared on Oerth after the huge magical cataclysm that highlighted the peak conflict between the ancient Oerdian and Suloise people. If it was a magical armageddon big enough to create the Sea of Dust to the south, it isn't too hard to imagine that the magical equivalent of nuclear mutations sprang forth to roam the lands.
That means that humans and demi-humans have been living side by side with giant mammals and lizards for their whole history, and giant insects and arachnids for centuries. While horrific to us, for them it would be just kinda scary. For instance, I live in the Pacific Northwest, and have my whole life. This is cougar country and black bear country. Still, even though they both exist and are not totally uncommon, I've only seen a cougar in the wild once in my lifetime, and black bears in the wild only a few times, with the bear sightings being exclusively in national or state parks. I imagine it would be the same for giant spider sightings in Greyhawk. Not unexpected, but noteworthy when it happens. Where I am, if a cougar is spotted too close to a grade school or the like, animal services is called to deal with it. In Greyhawk, I imagine that a giant spider spotted in the woods nearby or one that decided to set up shop in the hayloft of Old Man Smither's barn would be a job for the town militia, or possibly an intrepid band of low-level adventurers who just happen to be passing through town.
In the current adventure I've been talking about, the party is forging into the swamplands near the Villiage of Hommlet in search of an abandoned Moathouse. I did some calculations, and discovered that Hommlet lies on about the 33rd parallel. This is the same parallel on our Earth which crosses through Los Angeles, Arizona, Atlanta, etc. So if the land is dry, you get a desert, or swamp and subtropical forest if you have damp land. Tucked into a pocket on the southside of the Kron Hills near areas of forest and swampland, I'm thinking Hommlet (and nearby Nulb) are much more like Atlanta than Arizona. Think about the critters you'd find in a Georgia swamp. Now introduce giant snakes, insects and spiders to the mix. That, my friends, is what our band of first-level adventurers are wandering into!
As is any good fantasy world, it is populated not just by people but by dangerous monsters. These can range from the familiar (evil rampaging hordes of humanoids like Goblins and Orcs), to textbook monsters (like trolls or wraiths). Then there is the everyday danger of dealing with the wildlife and animals that between and within the major cities. Straddling the line between wildlife and monsters are the various megafauna that populate Greyhawk.
There are normal beasties aplenty, such as snakes, spiders, ticks, scorpions, etc. But throughout Oerth there are giant versions of these beasts. Imagine a world where, as a shepherd, you had to guard your flock of sheep against both coyotes and spiders as big as coyotes. Imagine a tick season where you had to make sure your cattle didn't stray too close to the forest and pick up a baseball-sized or larger bloodsucker on their underside? If you head to the arctic, there are the usual polar bears to worry about, but also massive cave bears and wooly mammoths roaming the frozen tundra. Dire wolves range the deep forests along with regular wolves. Sabertooth Tigers hunt alongside cougars in the northern forests. The list goes on.
I see the presence of megafauna in the Realm of Greyhawk as a two-fold phenomenon. Animals from the megafauna era on our Earth that our now extinct just never got pressed to extinction in Oerth, for one reason or another. They survive in their own particular niche, and may not be super common, but also known quantities. The giant insects and arachnids are a different matter. Anyone who has read up on the science of science fiction and fantasy has heard the discussion of how critters with exoskeletons cannot survive in giant form, as their carapace would be so heavy as to restrict breathing and movement. In my mind, these critters appeared on Oerth after the huge magical cataclysm that highlighted the peak conflict between the ancient Oerdian and Suloise people. If it was a magical armageddon big enough to create the Sea of Dust to the south, it isn't too hard to imagine that the magical equivalent of nuclear mutations sprang forth to roam the lands.
That means that humans and demi-humans have been living side by side with giant mammals and lizards for their whole history, and giant insects and arachnids for centuries. While horrific to us, for them it would be just kinda scary. For instance, I live in the Pacific Northwest, and have my whole life. This is cougar country and black bear country. Still, even though they both exist and are not totally uncommon, I've only seen a cougar in the wild once in my lifetime, and black bears in the wild only a few times, with the bear sightings being exclusively in national or state parks. I imagine it would be the same for giant spider sightings in Greyhawk. Not unexpected, but noteworthy when it happens. Where I am, if a cougar is spotted too close to a grade school or the like, animal services is called to deal with it. In Greyhawk, I imagine that a giant spider spotted in the woods nearby or one that decided to set up shop in the hayloft of Old Man Smither's barn would be a job for the town militia, or possibly an intrepid band of low-level adventurers who just happen to be passing through town.
In the current adventure I've been talking about, the party is forging into the swamplands near the Villiage of Hommlet in search of an abandoned Moathouse. I did some calculations, and discovered that Hommlet lies on about the 33rd parallel. This is the same parallel on our Earth which crosses through Los Angeles, Arizona, Atlanta, etc. So if the land is dry, you get a desert, or swamp and subtropical forest if you have damp land. Tucked into a pocket on the southside of the Kron Hills near areas of forest and swampland, I'm thinking Hommlet (and nearby Nulb) are much more like Atlanta than Arizona. Think about the critters you'd find in a Georgia swamp. Now introduce giant snakes, insects and spiders to the mix. That, my friends, is what our band of first-level adventurers are wandering into!
Monday, May 6, 2013
The Pellet with the Poison's in the Flagon with the Dragon...
I'll get back to the adventure summary soon enough, but I wanted to spend a moment musing upon how poison is handled in Dungeons and Dragons. As with many things in the core game system, it is rather arbitrary in the name of simplicity.
Most often, the following scenario plays out: You get exposed to poison? Then make your saving throw vs. poison. Fail? You die. Succeed? You live, no ill effects. High scores in Constitution only help if you are above the human norm, or if you are a demi-human. Poisons are almost always of the kill-you-dead variety.
For those who read the rules closer, they have poisons further divided into Ingestive (that have to be eaten or drunk to take effect) or Insinuative (which have to be introduced into the blood stream, usually by poisoned weapon, fang or stinger). These are further divided into efficacy types, resulting in different onset times, and different modifiers to the saving throw. The Ingestive types do a discrete chunk of damage on a failed save, and have no effect if successfully saved against. Insinuative types usually do a chunk of damage on a failed save, and half that damage on a successful save, with the most virulent being of the save-or-die variety.
In reality, very few poisons are instant death. A king cobra bite can take up to 30 minutes to kick in. Curare may paralyze you near instantly, but you are fully conscious until you suffocate slowly to death. A massive dose of cyanide may off you in seconds, but it is a rough ten or so seconds to endure. Nerve toxins also are quick on onset, but you are painfully aware of the fact you are dying as you go about it. Ricin involves a slow death over hours, maybe days, for which there is no antidote.
For video game versions of role playing games, including the Baldur's Gate D&D titles, when you get poisoned you start losing hit points as a factor of time. X number of HP every Y seconds until the poison runs its course or you are dead. This is more interesting, and more realistic, from a role-playing standpoint.
The way I have decided to approach poisons is much more complicated than the original D&D method, but allows characters the option of doing something about it.
Here are the things you need to keep in mind when defining a poison: Vector. Strength, Time of onset, Save vs. failed save effects, Layered effects, and Time to recurrence.
Let's define those terms:
Vector: This is how the poison is introduced. Ingestive, Insinuative, Contact, Radiation, etc.
Strength: This is the modifier to the saving throw. Usually +0, but could be anything from +4 to -4, or beyond.
Time of Onset: How long until the poison kicks in. Could be instantaneous, but usually within 1d4 rounds for weapon poisons, 1d10 or 30-60 minutes or whatever for animal toxins, and any range desired for ingested poisons, from rounds, to minutes, to hours, to days.
Save vs Failed Save Effects: Most poisons do nothing if you successfully save vs. poison. Many others will have varied effects. For instance: Make your save, no damage, but you are at -2 TH and Saves due to muscle spasms for an hour. Fail your save, you get the muscle spasms, and you start taking damage.
Layered Effects: Often poisons will do several things. Beyond the basic damage, you may be paralyzed, suffer penalties to Ability Scores or other attributes, fall unconscious, go berserk, you name it. One save may prevent all effects, some may be saved for individually, or some may be saved in series; fail your first save, and you are vulnerable to Effect #2. Fail your second save, and you are vulnerable to Effect #3.
Time to Recurrence: Here is a key aspect for handling poisons. Determine if a poison does a set amount of damage, a variable amount of damage, or is lethal unless attended to by a healer. Then determine how strong and how long the effect will manifest. For instance, lets say a Giant Snake bite has a potential to do 20 points of damage, and has a Potency value (showing relative virulence of the poison) of 20. It may do 4 points of damage every half hour until the full amount is done, or it may do 1d4 points of damage, with an interval of 15 minutes, plus or minus the margin of success or failure of an Endurance check vs. the Potency value of 20. This continues until the full 20 points is done, or the victim receives medical attention. Using Endurance as a delayer for poison recurrence is very handy, and allows a character's Constitution score to have an effect on resisting poisons.
If a poison has no set limit for damage, Endurance really comes into play. Determine a Potency value for the poison and an interval. If you make an Endurance Check against the Potency, you take no damage that interval, and check again at the next one. Three successful Endurance checks neutralizes the poison. You can also set an overall time limit. Let's say a victim has to check every 15 minutes or take 5 HP of damage. Even though they may not get three successful checks in a row, if they are still alive after 8 hours the poison will have run its course and no more checks are necessary.
For a failed 'save or die' poison save, the 'no set limit' option is much more dramatic and fair to players. Have an interval in mind, and use Endurance checks to either extend intervals, or to take no damage on an interval as you see fit. The poison, however, never runs out, nor can it be resisted by three successful Endurance checks. The poison is there, working like an evil metronome, and will kill the player unless they get assistance...
Also, note that poisonous things and being poisoned is terrifying! NPCs who realized they've been exposed to poison must make an immediate morale check, even if they save. If they fail their save, they must make their morale check at -2, additional checks as needed depending on how much damage they take.
So, here is an example of a typical poison needle trap on a treasure chest:
(Keep in mind most 0-level humans have about 4 HP and a 10 CON on average. That means they are unconscious after 4 HP damage, and die at -10 HP, for a total of 14 HP damage to be lethal.)
Poison Needle Trap
Vector: Insinuative
Strength:+0
Potency: 15
Time of Onset: 1 minute
Effect: If save made, -1 TH for 1d4+4 hours from hand pain.
If save failed, as above plus 1d4 HP damage every 15 minutes, modified +/- 1 minute with Endurance check vs. Potency 15.
Max Damage/Duration: 20 points or 2 hours, whichever comes first.
Now, what do you do if you've been poisoned? Herbalism skill can help. If you have herbs handy that are known to have antidote properties, a successful Herbalism check vs. the poison's Potency value will give the victim another saving throw, with modifiers to the save provided by the herb used, plus an additional +1 to save for every 2 points over the Potency value on the Herbalism check. If the Herbalism check fails, you can try again after the next poison interval passes, at a -4 to skill (cumulative).
Healing skill by itself can help. For dealing with poison, it is at a -4 to the roll without any antidotes or herbal remedies.
Bonuses for First Aid kits and Medical Kits help with both Herbalism checks and straight Healing checks.
Magic is always your best bet. Slow Poison now becomes a super-effective spell. It can keep a poison victim alive long enough to get them from the adventure site back to base camp or to a healer. Neutralize Poison is always the most effective solution.
Most often, the following scenario plays out: You get exposed to poison? Then make your saving throw vs. poison. Fail? You die. Succeed? You live, no ill effects. High scores in Constitution only help if you are above the human norm, or if you are a demi-human. Poisons are almost always of the kill-you-dead variety.
For those who read the rules closer, they have poisons further divided into Ingestive (that have to be eaten or drunk to take effect) or Insinuative (which have to be introduced into the blood stream, usually by poisoned weapon, fang or stinger). These are further divided into efficacy types, resulting in different onset times, and different modifiers to the saving throw. The Ingestive types do a discrete chunk of damage on a failed save, and have no effect if successfully saved against. Insinuative types usually do a chunk of damage on a failed save, and half that damage on a successful save, with the most virulent being of the save-or-die variety.
In reality, very few poisons are instant death. A king cobra bite can take up to 30 minutes to kick in. Curare may paralyze you near instantly, but you are fully conscious until you suffocate slowly to death. A massive dose of cyanide may off you in seconds, but it is a rough ten or so seconds to endure. Nerve toxins also are quick on onset, but you are painfully aware of the fact you are dying as you go about it. Ricin involves a slow death over hours, maybe days, for which there is no antidote.
For video game versions of role playing games, including the Baldur's Gate D&D titles, when you get poisoned you start losing hit points as a factor of time. X number of HP every Y seconds until the poison runs its course or you are dead. This is more interesting, and more realistic, from a role-playing standpoint.
The way I have decided to approach poisons is much more complicated than the original D&D method, but allows characters the option of doing something about it.
Here are the things you need to keep in mind when defining a poison: Vector. Strength, Time of onset, Save vs. failed save effects, Layered effects, and Time to recurrence.
Let's define those terms:
Vector: This is how the poison is introduced. Ingestive, Insinuative, Contact, Radiation, etc.
Strength: This is the modifier to the saving throw. Usually +0, but could be anything from +4 to -4, or beyond.
Time of Onset: How long until the poison kicks in. Could be instantaneous, but usually within 1d4 rounds for weapon poisons, 1d10 or 30-60 minutes or whatever for animal toxins, and any range desired for ingested poisons, from rounds, to minutes, to hours, to days.
Save vs Failed Save Effects: Most poisons do nothing if you successfully save vs. poison. Many others will have varied effects. For instance: Make your save, no damage, but you are at -2 TH and Saves due to muscle spasms for an hour. Fail your save, you get the muscle spasms, and you start taking damage.
Layered Effects: Often poisons will do several things. Beyond the basic damage, you may be paralyzed, suffer penalties to Ability Scores or other attributes, fall unconscious, go berserk, you name it. One save may prevent all effects, some may be saved for individually, or some may be saved in series; fail your first save, and you are vulnerable to Effect #2. Fail your second save, and you are vulnerable to Effect #3.
Time to Recurrence: Here is a key aspect for handling poisons. Determine if a poison does a set amount of damage, a variable amount of damage, or is lethal unless attended to by a healer. Then determine how strong and how long the effect will manifest. For instance, lets say a Giant Snake bite has a potential to do 20 points of damage, and has a Potency value (showing relative virulence of the poison) of 20. It may do 4 points of damage every half hour until the full amount is done, or it may do 1d4 points of damage, with an interval of 15 minutes, plus or minus the margin of success or failure of an Endurance check vs. the Potency value of 20. This continues until the full 20 points is done, or the victim receives medical attention. Using Endurance as a delayer for poison recurrence is very handy, and allows a character's Constitution score to have an effect on resisting poisons.
If a poison has no set limit for damage, Endurance really comes into play. Determine a Potency value for the poison and an interval. If you make an Endurance Check against the Potency, you take no damage that interval, and check again at the next one. Three successful Endurance checks neutralizes the poison. You can also set an overall time limit. Let's say a victim has to check every 15 minutes or take 5 HP of damage. Even though they may not get three successful checks in a row, if they are still alive after 8 hours the poison will have run its course and no more checks are necessary.
For a failed 'save or die' poison save, the 'no set limit' option is much more dramatic and fair to players. Have an interval in mind, and use Endurance checks to either extend intervals, or to take no damage on an interval as you see fit. The poison, however, never runs out, nor can it be resisted by three successful Endurance checks. The poison is there, working like an evil metronome, and will kill the player unless they get assistance...
Also, note that poisonous things and being poisoned is terrifying! NPCs who realized they've been exposed to poison must make an immediate morale check, even if they save. If they fail their save, they must make their morale check at -2, additional checks as needed depending on how much damage they take.
So, here is an example of a typical poison needle trap on a treasure chest:
(Keep in mind most 0-level humans have about 4 HP and a 10 CON on average. That means they are unconscious after 4 HP damage, and die at -10 HP, for a total of 14 HP damage to be lethal.)
Poison Needle Trap
Vector: Insinuative
Strength:
Now, what do you do if you've been poisoned? Herbalism skill can help. If you have herbs handy that are known to have antidote properties, a successful Herbalism check vs. the poison's Potency value will give the victim another saving throw, with modifiers to the save provided by the herb used, plus an additional +1 to save for every 2 points over the Potency value on the Herbalism check. If the Herbalism check fails, you can try again after the next poison interval passes, at a -4 to skill (cumulative).
Healing skill by itself can help. For dealing with poison, it is at a -4 to the roll without any antidotes or herbal remedies.
Bonuses for First Aid kits and Medical Kits help with both Herbalism checks and straight Healing checks.
Magic is always your best bet. Slow Poison now becomes a super-effective spell. It can keep a poison victim alive long enough to get them from the adventure site back to base camp or to a healer. Neutralize Poison is always the most effective solution.
Friday, May 3, 2013
So, what is there to do in town...?
Arriving in town initially was a slightly different group than the one playing now. It was Tergus the Fighter, Terrible Sally the Gnomish Illusionist/Thief, and two players (who didn't work out) playing a Human Cleric and a Halfling Magic-User.
When arriving in Hommlet, the group knew that there might be new activity with the old Elemental Cult, but needed a solid lead and information to work on. They stopped in at the widely known Inn of the Welcome Wench, run by Ostler Gundigoot and his wife. Talking with the stableboy, they learned that lots of adventurer types were coming into town, everyone asking questions but few coming up with any real answers. The stableboy didn't trust some of them, especially one sellsword named Zert who downright scared him.
After talking with Gundigoot, who supported their suspicions but who gave them little solid information, they took time to eat a good meal and watch and listen. Eventually Elmo, one of the friendlier town drunks, rolled into the Inn. The party made their Insight checks, and realized his drunkenness was just an act. They talked with him a bit, and he alluded to the fact that some answers might be found out along the old trace road into the swamp nearby, again providing no solid info. The party also first met the Ranger Amberyn here, as she was coming in to get the daily ration of cheap wine for her uncle and cousin. She took note of the party, learned a bit of their plans, then excused herself to go home and babysit her relatives. Other stand-outs in the Inn's common room were a monstrous fighter named Kobort and his weaselly companion Turuko. Tergus was a bit lit at this point, and started flipping Turuko crap for 'trying to pose as a wizard' and failing miserably. Terse words were exchanged, but Turuko decided not to press matters and he and Kobort retired for the evening. The party, not having learned too much else, decided to do the same fairly soon thereafter.
Up at dawn, the party kitted themselves out with their adventuring gear, and left the Inn, ready to check the trace road. There they found Amberyn waiting for them. She had had a drag out fight with her uncle last night. He had pressed her too far, and he actually tried to hit her. She responded by beating him up badly, but restrained herself from killing him. She did take his militia-issued polearm from him, and all of the silver he had stashed in a stump on their property, and left home for good. Knowing of the party's plans, she didn't ask but insisted that they take her along. She had done some scouting in the swamp, and had found the location of a razed and abandoned moathouse that had been used during the last Temple uprising as an outpost for a future attack against Hommlet. Those few who even knew about it think it to be abandoned and/or haunted, but she has seen evidence that bandits have made their home in the ruins, and she has seen tracks of various humanoids leading into and out of the moathouse as well. If they were to let her join the party, she would show them where it was. They agreed, and set out along the overgrown trace road into the swamp a few miles out of town.
To be continued...
When arriving in Hommlet, the group knew that there might be new activity with the old Elemental Cult, but needed a solid lead and information to work on. They stopped in at the widely known Inn of the Welcome Wench, run by Ostler Gundigoot and his wife. Talking with the stableboy, they learned that lots of adventurer types were coming into town, everyone asking questions but few coming up with any real answers. The stableboy didn't trust some of them, especially one sellsword named Zert who downright scared him.
After talking with Gundigoot, who supported their suspicions but who gave them little solid information, they took time to eat a good meal and watch and listen. Eventually Elmo, one of the friendlier town drunks, rolled into the Inn. The party made their Insight checks, and realized his drunkenness was just an act. They talked with him a bit, and he alluded to the fact that some answers might be found out along the old trace road into the swamp nearby, again providing no solid info. The party also first met the Ranger Amberyn here, as she was coming in to get the daily ration of cheap wine for her uncle and cousin. She took note of the party, learned a bit of their plans, then excused herself to go home and babysit her relatives. Other stand-outs in the Inn's common room were a monstrous fighter named Kobort and his weaselly companion Turuko. Tergus was a bit lit at this point, and started flipping Turuko crap for 'trying to pose as a wizard' and failing miserably. Terse words were exchanged, but Turuko decided not to press matters and he and Kobort retired for the evening. The party, not having learned too much else, decided to do the same fairly soon thereafter.
Up at dawn, the party kitted themselves out with their adventuring gear, and left the Inn, ready to check the trace road. There they found Amberyn waiting for them. She had had a drag out fight with her uncle last night. He had pressed her too far, and he actually tried to hit her. She responded by beating him up badly, but restrained herself from killing him. She did take his militia-issued polearm from him, and all of the silver he had stashed in a stump on their property, and left home for good. Knowing of the party's plans, she didn't ask but insisted that they take her along. She had done some scouting in the swamp, and had found the location of a razed and abandoned moathouse that had been used during the last Temple uprising as an outpost for a future attack against Hommlet. Those few who even knew about it think it to be abandoned and/or haunted, but she has seen evidence that bandits have made their home in the ruins, and she has seen tracks of various humanoids leading into and out of the moathouse as well. If they were to let her join the party, she would show them where it was. They agreed, and set out along the overgrown trace road into the swamp a few miles out of town.
To be continued...
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