Farming Out, Part 2

From Tenebrae
Revision as of 06:06, 28 October 2021 by Cryosanthia (talk | contribs) (Created page with "<div style="padding:5px; background-color:#e7eaea;"> == Log Info == *Title: Farming Out Part 2 *Emitter: Williwaw *Characters: Auranar, Jinks, Lyme, Paenitia, Randolf, Seyar...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Log Info

  • Title: Farming Out Part 2
  • Emitter: Williwaw
  • Characters: Auranar, Jinks, Lyme, Paenitia, Randolf, Seyardu
  • Place: Alexandros Farmlands, a town in a marsh.
  • Time: Tuesday, October 26, 2021, 8:09 PM
  • Summary: A guild posted job to investigate a missing persons case in the unincorporated hamlet of Newhome on the edge of the Swamp of Sadness. Local predators suspected. The adventuring party arrives in town, a town of three buildings and looks around. They meet Hariett, the mayor and several other locals. They determine the Mann family is suffering the most, and not that well liked. There is only a few hours of daylight left, so after some discussion the party splits. Some will stay in town, some will go to the Mann farm. Seyardu talks in the Inn, while the others sneak up and convince Fiona to let them sleep in the barn. Unsuccessful at convincing her to come, Jinks returns on an invisible jet-black horse to tell Seyardu that the others won't be coming.
-=-=-=-=-=-=-=-=  Appearing  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Auranar      4'8"     123 Lb     Wild Elf          Female    A wild elf with dark skin and a red dress.
Jinks        3'4"     39 Lb      Gnome             Male      A gnomish fellow in fancy garb and jewelry.
Paenitia     3'0"     34 Lb      Halfling          Female    A Lucht knight, dark skinned in bold feathery finery.
Randolf      4'10"    280 Lb     Mountain Dwarf    Male      A burly, well-dressed Khazad in wizardly robes.
Seyardu      5'6"     150 Lb     Sith-Makar        Female    A friendly silver sith-makar with a perpetual squint.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

-=-=-=-=-=-=-=-=  As the GM  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Williwaw
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

Auranar's biggest goal at this point however would be to do as much research into the history of this location as possible. However she'd need to go about that, be it asking old farmers, looking into old records, and so on.

GAME: Randolf rolls Knowledge/Geography: (4)+6: 10
GAME: Jinks rolls Knowledge/Geography: (5)+10: 15

The remainder of the journey following the brief meeting with the mysterious Sith-Makar is a short one, relatively speaking, compared to the days of travel leading up to it. The closer you get to the hamlet proper, in fact, the more it opens up... the final stretch is actually along the line between two different farmsteads where you get your first glimpse of the effects of civilized hands upon the surrounding wetlands and forest. You see a couple of faces, but any attempts to hail these people meet with them turning away. Hard to blame them; small settlements like this are often prey to bandits and worse. Eddard advises to leave them be; until you've had a chance to establish yourself in the town itself, there's a good chance you'll be shot upon, with or without a warning.

The 'town' when you reach it is little more than a small collection of buildings, the largest of which is the inn which also serves as the local drinking hole, the local meeting hall, the local non-denominational shrine, and probably the local courthouse as well. It is here that the headwoman Hariet Stokes meets you. Eddard's endorsement of your fine and capable natures gains you some tract with the gruff woman, though she seems skeptical of any warnings to evacuate the settlement. "If you knew how hard these folks have fought just to be beholden to none but themselves, you'd not even ask it," sums up her opinion of the thought, but she does say she'll get word to the farmsteads about a town meeting for tomorrow noon. This might make the timing tight, but the process can only move so fast.

Aside from the main building, there is also a smithy and a general store, the latter of which also doubles as a post office. Though considering you came in with what is possibly the only regular travel in and out of the town, you are for all intents and purposes arriving with the mail.

You learn that the problems are focused almost entirely upon the farmsteads to the north and east, with the Mann family farm being right in the middle of them. Animals from all three have gone missing; a cow, a pair of dogs, several chickens. In all cases the wire fencing marking the general boundry between the farms and the wetlands had been pulled down in places, allowing outside access. The missing persons are the two men from the Mann farm. The elder Deid, who has been gone for weeks, and his son Nowah who went looking for him with a small search party of young men more recently. You get directions to the Mann family farm, and could get there before the sun completely set, if you so wish.

There are some records of the events leading up to the settlement's establishment available in the town inn. A brief glance mentions a benefactor, or an investor, which allowed the place to start up. It is thanks to this benefactor that some of the original farmland was able to be created by draining some of the surrounding swam. A more detailed investigation of these records will likely take a good portion of the evening, and into the night however as it will involve interviewing the headswoman and one of the two halflings, the longest time residents available to speak to at this time.

Lyme is currently still off rangering.

It now is a couple hours after arriving at town. There hasn't been time yet to visit any of the farmsteads; being able to invoke the Headswoman's name will probably win the party at least the chance to speak with some of the farmers on their lands, should they choose to do so.

There is some discussion of what they should do.

Jinks says, "Maybe we should talk to Novah's mom and see why her boys keep Mann-scaping from the farm."

Seyardu says, "I think we should check in with the party that went out with the son"

The party that went out with the son, and calling it a party is probably generous.. it was him and two of his friends.. they have yet to return. That much is known. All of them are missing.

Auranar is satisfied pouring over the records into the evening. It seems like a bad idea to be tracking around in the dark.

Randolf can see just fine in the dark, but probably shouldn't be wandering around in the swamp unsupervised. He harrumphs.

Eddard and his crew are planning to leave just before the meeting tomorrow. They had originally planned to leave right away, but changed their mind. Nowah Mann, the son, went searching for his father a couple of days before Thomas had left for Alexandria.

Auranar says, "Since we arrived late in the day is there any way to convince Eddard and crew to stay one more day?"

Jinks votes to go see Mama Mann but is OK with talking to folks in 'town,' too. "Going into the swamps right off the kick seems a bit iffy."

The sun is close to setting. Sunset comes early in the fall. Everyone is all gathered together, Eddard is there, the other three are helping unload a few barrels and boxes and trucking them around to the back of the inn. Hariet the mayor is watching with a frown. Mayors always frown.

GAME: Randolf rolls Diplomacy: (12)+0: 12
GAME: Auranar rolls diplomacy: (13)+3: 16
GAME: Paenitia rolls diplomacy: (7)+9: 16
GAME: Seyardu rolls diplomacy: (9)+15: 24

Seyardu departed the caravan with the others when they reached the town, and she kept to herself moving through the farmland, so as not to scare any of those they passed, just in case. But once back in town, she is out, and speaking to a few people to get a lay of the land and the buildings there. It was a short excursion, but she returns to the group.

"It seems something, is angered in the woods, at least that is what those living here say." She tells the others. "It's a small town, there's an inn run by the mayor, a blacksmith shop, and a general goods store and post office. None of them were able to tell me much about what is going on, unfortunately."

Auranar looks at the time and shakes her head. "We hardly have time for any research into this area. Much less time to talk to the locals." She shakes her head again and looks toward Eddard and the others. "Is there any way we can convince you to stick around a little while longer?"

There is a whistling on the wind as the Red Knight rides into town on her Ivory Steed. The sun is low, on the verge of setting, but has not done so yet. The shadows are long even with only one two story building in town to cast them.

She has been off attempting to get answers from the locals, but most have avoided her. She rides up to Eddard, "I agree with Auranar. I know you want the quick turn around, but can we get you stay the extra day? This town will take much searching."

There are three buildings. It's possible to see just about everything without moving. Still, she seems serious in her request, if only by the tone in her voice.

Jinks spent the last leg of the trip chatting with Eddard, picking the tallman's brain for insight into the out-of-the-way settlement. There wasn't a single, staggering revelatory point but he dismounted Enness and tethered the horse outside the inn with a bit more of an understanding. The notion of a process to reclaim land from the swamp is tucked away for further inquiry later.

Not the least bit surprised when Stokes insists the farmers and assorted settlers are unlikely to evacuate the area, the gnome is still a bit irritated that things couldn't be easier. He wants to go see the Mann-woman but contents himself with stretching his legs and massaging his sore hindquarters after the day's ride.

He seeks out the innkeep in the hopes of securing a room and having someone feed, water, and wash his pony. Enness has been working hard and dserves a treat.

Randolf nods his head in agreement with Paenitia and Auranar. "Aye, I'm sure we could some tae some manner of arrangement if we could get ye tae lay over a day. Give us time tae make our investigations an' see if we can help these folks," he says. "I can pay fer yer lodgings in the inn, an' compensate ye fer yer time besides." He looks up at the lowering sun and the darkening gloom, before turning his gaze to the path leading out of town towards the farmsteads. He frowns dourly, shaking his head. "I'm sure most of us can see in the dark, one way or another. But even so... bein' able tae -see- dinnae do us much good if we're unfortunate enough. Last thing we're wantin' is tae run afoul o' some nasty beastie or stretch o' soggy mudhole."

Eddard rubs at his chin, eyes going to his employees.. or rather, his father's employees, indecision in his eyes as plain as the day was weird. "Look.. I want to help these folks. And dad would want me to help these folks. But I've got a responsibility not just to get the rest of these goods back on the road, but to keep our people safe too." Martle, having just rolled a barrel into Chiv's waiting arms, looks over after overhearing that. "Hey boss, an extra day isn't going to hurt.. and you know our wagons would be a real help if anyone does decide to leave.." Chiv grunts as he accepts the load of the barrel, but doesn't otherwise comment as he sets it to the ground and starts rolling it to the inn.

"Ah... fine. We'll stay longer.. but we're leaving not a moment after the deadline that bushwoman gave us, alright? We aren't getting involved in any fighting, either, unless it comes to us."

"We are not asking you to fight, or put yourselves at risk, Eddard." Seyardu reassures with a shake of her head. "Just to help those who may wish to leave if it comes to that. And staying after that warning time, that is a good idea."

The silverscale sighs, and looks around. "I wish I knew what was going on with them, and why they warned us. They do not seem to wish for my aid, and I am treated as a threat being here with everyone else."

There is time to get to the Mann farm, though any doing so must hope that they put you up for the night, unless they fancy travelling back in the dark. The farms themselves are not swamp, heading out to one is setting themselves up to be ambushed... necessarily. But... the attacks have been happening.

Splitting up is always an option.

The bad option.

Randolf says, "All signs be pointing to the Mann farm, But aye, dinnae want tae be travellin' back ta town after sundown."

"Much thanks Eddard, that you will stay." Paenitia says, nodding towards the wagon master. She turns her grinning mask towards the party, "I am not good with the books, and sometimes not the convincing either. I am the strong fighter and Ramirez is very brave."

"We go where you think will be best for us, but I do not think you should go to the farm in the dark without the protections." She bangs on her shield.

Auranar defers to the rest of the group as to where to go first. She's not particularly opinionated on the matter, and if they're staying the whole day, perhaps she'll have time to look into the history of this location as she wants to.

"If you want to look through the town records," Jinks glances between Auranar and Randolf, "the rest of us can wander the streets and put in an order for return trip supplies. Maybe the town Lucht are chatty." The gnome stops rubbing at the back of his thigh just under his buttocks and flexes his knees outward in a stretch. "We can settle in for the evening, scout the Mann farm in the morning, make it back for the midday meeting, and then brave the swamp with a good chunk of time before we lose the sun afterwards?"

"If the farm is in danger, then the mother living there may be at risk, it is true." Seyardu suggests, turning in the direction she believed it to be in. "We should at least try to convince them to stay in town, for the time being. Tomorrow if that is the case."

Seyardu looks around, and sighs. "The warning though, we should be quick in our investigation, before whatever is planned to come to pass, does."

Randolf nods his head. "Aye, Auranar an' I can go over the records, an' see if we can learn summat," he says. "But Seyardu's nae wrong. Missus Mann might need escortin' back tae town. I hate tae think of 'er on 'er own, wi' this whatever-the-hell-it-is lurkin' about."

Having made his decision, Eddard seems potentially less troubled than he had while trying to make it. Perhaps the idea of potentially making a difference, however large or small it may be, helps him move a little easier. He excuses himself to see to his people and arrange lodging within the inn, waving away Randolf's offer to pay with a negative, if grateful, shake of his head.

Hariet, arms folded, face set in a natural scowl watches Eddard walk away, then moves to follow. "Got rooms left if you want them. Talk to my daughter if you need meal or lodging. As for Fiona Mann.. well, most of us can take pretty good care of ourselves and ours. She's not some wilting flower. But..." Another grimace.. "Her family's been hit hardest. If you go visit her.. just make sure you announce yourselves loudly from a good distance."

"Okay, okay." Paenitia says, sounding thoughtful and gazing at the group. "I think the idea stay in town, go out in the morning the best. See what can be find out talking."

She faces Seyardu, her mask all grins, "If you think Fiona Mann in danger though, I have the idea. Ramirez has been practice and taking the big runs. I think he can jump and fly the all the way there. We will be fast and high, very safe. We can ask her come back to town, or we stay the night, you meet us there in the morning."

She laughs, "or we all go. It is all good."

"It may be dangerous out there alone Paenitia, but, I trust your judgement in the matter." Seyardu offers, looking to Ramirez, and back to the Lucht. "If you feel you will be alright, I will trust that, and we will meet you at the farm if you do not return tonight."

"I will, try and speak to those in town more if that is the case, and try to find what may have angered those in the forest, and if there is any way to appease things, or barring that, convince those here to leave."

Some head out, some stay. Auranar and Seyardu remain while Lyme, Paenitia, Jinks and Randolf Mann-up and head to the farm.

Staying in Town

All have gone to the farm, save the silver scaled sith-makar, that is. Seyardu is made welcome in the inn, where she is pressed for answers by a woman resembling a younger, happier version of Hariet regarding how many rooms she's going to want to rent, and for how long.. when her friends are expected to be back, and similar queries. A pair of young children, one young girl of about five years, and another younger yet, are spied in the common room. The older looks like she's dragging a bucket of food waste out the back door.

A large woman, still slightly soot stained despite an obvious washing dominates one of the room's few tables, speaking somewhat harshly to a slight, younger man across from her.

Seyardu, remaining in town, made sure the rooms were taken care of. A room requested specifically for Paenitia alone, stable room for Ramirez, and ideally separate rooms for the others, but failing that, sharing them was not out of the question. While doing so she catches the two children, who she offers a wave, and a somewhat unfortunate soul being berated. She does not go over to speak to them yet, and listens for a moment, before she makes her way over.

The older child ducks her head shyly at Seyardu's attention before disappearing out the door with the bucket. The younger one just giggles and waves back before the young woman scoops her up and settles her on her hip. The large woman at the table, hand lowering her tankard to the wooden surface as Seyardu approaches turns away from her companion to eye and assess the sith-makar. There's a bit of distance to that gaze, as if only part of her attention is upon Seyardu.. the rest elsewhere. After a pause, she gestures to the bench in invitation. So at least she's not standoffish.

Seyardu decides against smiling for now, and sits down at the bench in question. She pauses.

"Good evening, and peace on your nests. This one is Seyardu, and what are your names?" She asks, trying to be welcoming and approachable, something that she was working on with the temple. "Is everything alright here, between you all?"

Sith-makari smiling tend to make people think about crocodile smiles. They almost can't keep it out of their thoughts, especially if they live near a swamp. Even if their smiles are somehow cuter.

"Oh, hello there.. uh.. Seyardu," the younger fellow says, somewhat embarrassed. "Mamsel was just explaining.... very pointedly... why the plowshare I was working on today cracked when I tried to quench it," he explains.. but is interrupted from further commentary by the large woman. "I believe the silverscale means the town and farms, Fitta. Hariet says 'help' has arrived for your friend and his father." She takes another pull from her tankard, then resumes looking at Seyardu. "I am Mamsel, and this is Fitta. We work the forge here. Know everyone here, too.. at some point, everyone has tools they need repaired or replaced. Hariet has asked us to answer your questions, if you have any.. but I only promised to stay until my drink was finished. So what would you like to know?"

"Ah! Yes, this one heard about the smithy, the owner and their apprentice." Seyardu nods, with a puff of air at the explanation. "And no, it is alright, everyday problems are problems all the same. But still, yes, we are here out of concern for those missing, and those living here."

"Is there anything you can let us know about what happened, around when people were going missing? If there was any events that may be related, or strange travelers in town in the lead up to it. It sound like it may have been going on for some time, now."

Mamsel considers her words for a moment, presenting herself, at least for now, the type who isn't prone to running off at the mouth. Her apprentice, sensing this, buries his face in his own drink, giving the smith time to respond. And the response does come. "Look, this place... it means lot to most of the folks who live here, okay? Now, Fitta and myself haven't been here long. I bought the smithy from the old man who used to run it. The people here are fine, if they keep to themselves somewhat. They treat fairly, but expect to be treated fairly. These recent losses.. I can tell you, it has to be from the outside. There are no feuds here, no arguments that last more than a few days. But I know that some of the folk have been poking around in the deeper swamps... word is someone woke something up."

"I can understand this, for certain. Ties to home are important, but making sure everyone is safe, that is also important." Seyardu nods. Mention of something being awakened though makes a brow raise. "Something woken up? This sounds concerning if that is the case. Is there anything more that you can tell me about that? It may help things to be resolved."

"Just what I heard, at least from some of the kookier farmers," Mamsel tells Seyardu. "But right about when they started poking about, that's when this latest bout of missing animals started happening. I wouldn't put too much stock into the Mann man's disappearance.. " Yes, a smirk from her shows she realizes how that sounds. "And it may well be his boy just ran afoul of the swamp itself. Tragic, but.. it's a wild place. Or maybe he just hasn't come home yet. But then again... there's a feeling to the night that wasn't around before."

"There may be some truth to it, for certain." Seyardu sighs. "We may need to investigate that, in that case. If they are connected, then figuring out what happened may let us stop it. That being said, I would not consider these disappearances to be an unfortunate accident for the time being. At least not until it can be determined things will be safe."

Line fancy01.png

Traveling out to the Farm

So with some debate, brainstorming and attempts at concessions, and accord is reached upon leaving to investigate the farm tonight... largely inspired by concern for Mrs. Fiona Mann's safety. A small road.. or perhaps beaten trail is a better description.. branches off from the road circling the settlement's center buildings and takes you off between another pair of farmsteads. This side is more obviously in contact with the wetlands; in fact, the line between the sodden forestscape and the cleared lands is much better defined. Near the fence line a contraption the size of three wagons seems to be chugging away with no easily discernible purpose.

The path forks, and with the directions given by the headswoman you veer to the left, north, to approach what is obviously a homestead in the distance. The light hasn't faded enough to mask the smoke coming from the house's chimney.

<OOC> Paenitia says, "stealth synergy to sneak up on the way to the farm."
GAME: Paenitia rolls stealth: (11)+13: 24
GAME: Paenitia rolls 1d20+5: (5)+5: 10 (Ramirez Stealth)
GAME: Jinks rolls Stealth: (17)+12: 29 (Highest - Base)
GAME: Jinks rolls 1d20+1: (9)+1: 10 (Enness Stealth)
GAME: Randolf rolls stealth: (4)+1: 5
GAME: Lyme rolls stealth: (12)+1: 13
<OOC> Paenitia says, "Results: Pae 30, Jinks 29, Ramirez 22, Enness 18, Randolf 18, Lyme 18,"
<OOC> Ramirez and Enness went to the same stealth school.

Jinks apologized to Enness when the pony had to be re-saddled and readied for the road just after being stripped and the brushing had begun. There's another apple to placate the animal and some nose scritches-- still he seems feistier and more vocal on the trip out. There's even one or two headtosses where his combed mane goes flapping around to buffet the rider behind.

The contraption draws the gnome's attention for some time as it comes into view (and is subsequently passed). Perhaps this is what alters the ground and makes it suitable for farming? If only he was one of the more mechanically-inclined gnomes and not just a pretty face. Randolf lumbers along with the party, hand resting on his wand as he looks hither and yon. That contraption, though, draws the burly dwarf's attention. "Ooh... wonder what -that- does?" he muses, giving his beard a thoughtful tug. "Might have tae ask about it when we're hittin' the books."

Lyme goes along, trying to be quiet. "Let's be careful -- the swamps are more active at night."

Jinks says, "They mostly come out at night."

Jinks says, "Mostly."

Jinks has been turned into a Newt.

The Red Knight and her Ivory Steed were familiar with last minute mission changes, and had not started dressing down for the night. Thus, they are ready for travel when the decision is made to head out to the farm.

Ramirez practices a few jumps and indeed can fly farther, but does not do so the entire way. Instead he leads the group in sneaking. They can always hide behind him.

As they approach, Paenitia calls out, "Hola the Mann Farm! We are adventurers come to assist. Do not shoot."

"An' maybe you can tell me why I shouldn't!" someone calls back from the farmhouse after a few moments of waiting. The danger probably isn't dire; the light is fading, the distance is not insignificant. But the voice, while sounding very firm, also has an edge of surprise to it.

GAME: Jinks casts Dancing Lights. Caster Level: 7 DC: 15

It's not dark yet but Jinks wants this to go as smoothly as possible. He hums into his fist until the lights bleed from between his fingers and then gives a flick of the wrist to distribute the wisps. They spiral through the air and take up position above the head of each visitor, a clean, yellow-white glow.

"We've been employed to come and help find the missing Mann men and get to the bottom of whatever's filching your livestock." The gnome adds, easily raising his voice to cover the distance.

Randolf looks up as the figment of light starts dancing over his head. He looks at Jinks with an appreciative nod. That's certainly one way to announce one's presence, loudly and clearly. He cups his hand at the side of his mouth, adding his own booming rumble to the mix. "Aye, missus, we're here tae help!" he calls. "There's unsavory sorts about, makin' threats on the good folk here! Would it please ye tae let us escort ye back tae town? Might be safer fer ye until we can find yer menfolk an' bring 'em home!"

"I am Sister Paenitia Snapdragon del Haranna, Knight of the Pillar and Paladina of Tarien. I make the vows to protect the common folk against the forces that attack them. The farmers, the bakers, the blacksmiths, the workers. The hardy people like you are." The Red Knight calls out loudly. "I do not do these things so well with the arrows in me."

There is pause. A long enough one that you might be forgiven for believing you're not going to be invited to come closer. But eventually you can see the door opening and then slamming shut, with a woman on the front porch holding a crossbow. "Fine!" she calls to you. "You lot can approach. Seem polite enough. But if I see you reaching for a weapon, I'll have you know Bessy here will put a bolt clean through a wolf at fifty paces. No funny business."

"It is a good thing I am not the wolf then!" Paenitia laughs, approaching in the light.

"And I'm not a comedian," Jinks assures Ma' Mann, "at least not professionally." So funny -business- is clearly out the window. "We'd hoped to see you into town. There's a general meeting tomorrow at midday but we wanted to ask you some questions tonight. The inn seems safer then out here on the borderlands overnight."

Randolf holds his hands up, showing that he's no threat. He's a sturdy, trustworthy dwarf. Everyone knows you can trust dwarves! "Nay, missus, nae funny business here. Ask anyone, I cannae tell a joke tae save me life." He approaches the house slowly, making no sudden moves. "But me mate Jinks has the right of it. We're just here tae help ye."

As you approach you see it is indeed a crossbow. A large one. One that leaves little doubt to Fiona's claims. But at least it's not pointed at any of you. "Can't leave the house empty in case my boy returns," she says, immediately shooting down the request to take her into town. "Sad kind of freeholder I'd be if I just up and abandoned my home at a time like this, wouldn't you say? But if you're here to help.." She hesitates, glancing sidewause to one of the windows.. where you just notice a small head disappearing. "Dawneda! Told you to keep Nodda quiet and in the backroom! Dammit girl!"

Jinks is tired of expecting people to be difficult and being right. He sucks in a deep breath but refrains from the heavy sigh he's feeling. "If your son comes back he should be with two friends, yes? Leave him a note." The gnome makes to scribble in the air, adjusting in the saddle with a mild wince. "You being here hasn't kept whatever's out there from pillaging your lands so far. Coming in to town to be safe just means you and the little tallmen won't be carried off tonight once we've gone." He braces against the saddlehorn and stands in the stirrups, giving his inner-thighs a brief reprieve. "We can all come back tomorrow in daylight to sort this whole thing out."

Randolf looks over at that smaller figure that vanishes back into the house, his eyes widening. He hadn't realized there were other wee ones here. It's well known that Randolf has a soft spot for the bairns, often found around Alexandria using fanciful Prestidigitations to amuse and delight the children that pass by the Arcanist's Guild. He looks back to Fiona, reaching up to doff his bonnet, holding it in both hands. "Missus Mann, I do commend ye fer lookin' after yer plot. But... ye can always raise a new farm, if needs must. Yer wee ones aren't so easily replaced. Please let us help you an' yer family." He nods to Jinks. "Aye, as he says. It's only fer the night. Once the sun comes back up, we can all come back out here an' sort this together."

Paenitia rides close to the house, noting the forms in the windows, examining the layout of the land and the outbuildings. The barn gets some attention. She cheerfully addresses Fiona, "We are here to help, the advice is good, but this is your land to defend. I know the ties it have on you. I agree to what you decide."

<OOC> Paenitia says, "so, diplomacy, and maybe k/mil theory for good defensive spots online?"
GAME: Paenitia rolls diplomacy: (4)+9: 13
GAME: Jinks rolls Diplomacy: (15)+16: 31 (Aid Another)
GAME: Lyme rolls diplomacy: (10)+3: 13 (Aid Another)
GAME: Randolf rolls Diplomacy: (8)+0: 8 (Aid Another - Fail)
<OOC> Paenitia's total: 17
GAME: Paenitia rolls knowledge/military theory: (1)+10: 11 (EPIC FAIL)

Fiona, for a stubborn farmsteader, does appear to listen. And consider. Mention of her children.. especially now that they've been revealed.. does have her glancing back over her shoulder again. It is clear she is a woman torn. But the stubbornness seems to win out, and those shoulders square up with you. "I appreciate your concern, as much as a bunch of strangers could be concerned for the likes of us. But maybe as adventurers it might be hard to understand what a family means... I make no judgements, understand.. but I mean to be here when my boy gets back and I will be here until I get driven out. Dawneda's old enough to take Nodda along if you feel like taking the into town-" "Ma! We ain't leaven you!" "You'll go if I damn well tell you to go!" The sturdy woman scowls. "If you feel like taking the along, I'll send them. But I am waiting here until my boy comes home."

As far as anything resembling a defensible position is concerned, the house itself would probably be the best bet. Fire, of course, might be an issue, but much of the house's foundation, at least, is stone.. and there's very little in the way of cover leading up to it from any angle. Aside, perhaps, from the small animal shed off to the east.

She is amenable to anyone who wishes to remain, if they accept staying in the barn. Extending the hospitality of her home at this point seems to be beyond her trust atm. Anyone who wishes to return to the town center would have little trouble doing so.

Jinks sits back down in the saddle and pinches the bridge of his nose. They came out here with the hopes of solving a problem and found an extra one instead. "The sith expects us back tonight." He blinks and finally issues that heavy sigh he'd been holding back. "Can you three hold down the farm? Enness and I can hustle back before sundown and meet up with Seyardu. Then the two of us can meet you here in the morning?"

"You're the better rider-- and I'm sure Ramirez is faster--" the gnome tells Paenitia, "but I also think you're the better choice to help keep these tallmen safe."

Lyme notes to Paenitia, "Look, I can try to keep us safe in the barn, too." He nods to Jinks.

"Yes! Ramirez and I, we guard the barn. With Lyme." Paenitia nods agreeably, then looks at Randolf, "Can you work the magic, to make them invisible, or even his horse? Anyone see a small man flying without the horse, they will think they are drunk. The animals too."

Jinks laughs, "'Hide yo' kids! Hide yo' wife!' he screams as he passes. In a field the childless goat farmer frowns at the thought of losing his wife and livestock, both."

Randolf boggles a bit at Paenitia, reaching up to rub the back of his head. "Er... well, I dinnae actually have the spell prepared. I'd have tae use me wand's cognition locus for it, an' that's only good fer a single casting. So... aye, I suppose I -could- make 'is horse invisible. But seems a wee bit silly, dunnit?"

Three in the barn, two on the road, one at the inn... the perfect time to strike.

Seyardu is in town... Jinks will return to town. Pae and Lyme in the barn, just need to know where you'd like to go, Randolf."

Auranar is somewhere...

Which leaves a question, does the dwarf want to sleep in a barn? He wouldn't -mind- it. And he'd probably want to look out for the children. That seems like a decent option.

Line fancy01.png

Locations established, the long night starts.

Ghoulish cp line.png

Inspirational Music

Inspirational Music
https://www.youtube.com/watch?v=MyIGAZ-tj-c
https://www.youtube.com/watch?v=kl_kyhwCDtY