Bound together by fate, a group of adventurers wanders the land of Faerûn, righting wrongs and turning a tidy profit.

They are mysterious…they are powerful…they are the one and only

Moathouse Liberation Front

Hear now this tale of their adventures…

 

The Moathouse

 

The Beginning

 

In a run-down tavern in Waterdeep, an old man sat in a shadowy corner. The old man had been there every day for weeks. He sat in the quiet of the tavern, ignoring the occasional outburst from other patrons, staring at nothing. Today, his waiting would be over.

 

A dwarf entered the tavern, glanced around, and spied the old man. Like most of his race, the dwarf was powerfully built and wore sturdy armor. The axe on his back warned off any who might think him easy prey. He sat down across from the old man, earning a glance, but no words were spoken.

 

Next to enter was a human, dressed in simple but dirty garments. The lute he carried seemed to indicate skill as a bard, but unlike most bards, this one did not smile and announce a song, looking to earn a few pennies. This bard moved silenty to the old man’s table and sat down.

 

Some time passed. The tableau remained unchanged, each of the three lost in his own thoughts. Then the door swung open again, and a tall half-elf entered, followed closely by a halfling. The half-elf was clearly uneasy, glancing around constantly, and seemed out of place in his rustic clothing. By contrast, the halfing moved confidently, making easy progress despite the heavy armor she wore. Both moved to the old man’s table and sat.

 

For another moment, all were silent. Then the old man suddenly looked up and spoke. “I have a task for any that choose to accept the burden. The danger will be great, but so too will be the reward. Seek out Elmo in the town of Hommet, and give him this note.” He pulled a small, folded piece of parchment from a pocket and pushed it into the center of the table. “Elmo will know the meaning, and reward those who help him.”

 

The four seated with the old man looked from him to the note, then around at one another. The halfing began to speak, but before she had spoken a word, the old man suddenly stood. His face went blank, as if trying to concentrate on something far away. Then, as suddenly as he had stood, he fell to the floor.

 

The dwarf went to the old man and felt for a pulse. He shook his head. “Dead.” As the others glanced at one another, he looked through the old man’s pockets and pulled out another parchment. After glancing at it, he threw it on the table. “Map.” As he did so, the corpse faded from view.

 

“I know of Hommet.” The bard pointed to the map. “That distance is about 60 miles, 2 day’s travel. Dangerous alone.”

 

“I am here to root out evil wherever it may be found. Whatever would strike a man down in such a way must be dealt with. Nikki Sweetbottom will not forsake a need because of some danger.” The halfing looked around at the other three at the table. “My goddess Yondalla has granted me knowledge of the hearts of others, and I sense that I may trust all of you. Will you come with me to lend aid to Hommet?”

 

“Anything to get out of this city and back to the countryside,” said the half-elf. “I am Gelthan. Let us find this Elmo.”

 

The bard shrugged. “Might as well, there’s a reward. Call me Clancy.”

 

Thordin.” So saying, the dwarf stood and headed for the door. The others gathered up their belongings, the halfing taking the paper, and moved to follow.

 

Just as they were about to leave, the door burst open again. A human woman entered, almost falling through in her haste. From her robes, she appeared to be a sorceress. She carried a chicken under one arm.

 

“I’m late, aren’t I?” Spying the paper in the halfling’s hand, she continued, “There’s the note! You must all be headed to Hommet. Well, I’ll just travel with you.”

 

Gelthan, after glancing at the others and seeing that they looked as confused as he felt, spoke. “Uh, who are you?”

 

“Oh, I’m Rosalie. I was on my way here, but I got distracted, you know. I’m supposed to help Elmo. There was an old man here yesterday, but I see you have his note, so we can all go together.”

 

“I don’t sense any evil in her,” said Nikki, “so I supposed she may as well come.”

 

“Let’s go,” growled the dwarf impatiently. With no further interruptions, they left and set out for Hommet.

 

The Inn of the Welcome Wench

 

Two days of uneventful travel brought the adventurers to Hommet. Following the map, they soon arrived at the Inn of the Welcome Wench.

 

“This doesn’t look like my kind of place,” Gelthan said. “There’s a druid grove nearby. I’ll see what I can find there.” He headed off, followed by his wolf companion.

 

“Just as well, that wolf gives me the creeps.” Clancy headed for the door, followed by the others. “I could use a drink.”

 

Drinks were indeed available, and all but Nikki quickly obtained one. Meals and rooms were also quickly procured. Finding Elmo, however, was not so easy. After nearly two hours of drinking, eating, and talking to the locals, they had learned many useful things – the bartender’s name was Ostler Gundigot, Elmo was the captian of the local militia, there was a halfling encampment outside town, and the local druids had been arguing with the militia recently. As for finding Elmo, however, they knew only that he often came to the Inn and should be around soon.

 

Just as Clancy suggested that they seek Elmo elsewhere, the man himself entered the tavern. Elmo headed straight for their table, and introduced himself. “I’m Elmo, the captain of the local militia. That druid with the wolf said you all had something for me?”

 

Quickly Nikki explained the old man and the note, handing it to Elmo. He read it quickly, his face sober. “It appears the situation is more grave even than I knew. This says that the flour mill outside town holds great evil, but there is another place that is even worse. The moathouse here in town has been the site of evil happenings. I would be in your debt if you could investigate it. Then we can deal with this other evil.”

 

The adventurers decided quickly that they would go to the moathouse the very next morning.

 

To the Moathouse

 

After a good night’s sleep, and after meeting Gelthan outside, the party headed for the moathouse. Gelthan had spent the night in the druid grove, although things were not well there. The lead druid, one Jeroo Ashcraft, had been acting very strangely. Perhaps defeating the evil that Elmo feared would also help the druid.

 

The moathouse itself was an imposing structure, surrounded by marshy land and a deep canal. Despite one minor mishap with a giant toad, in which the dwarf toured the toad’s stomach, everyone reached the entrance safely.

 

Reaching the building was only the beginning, however. Upon entering the structure, the party found themselves in a large entry room. Strange sounds came from one corner – sounds like breathing. Cautious investigation turned to battle when out of the shadows sprung a dragon! Fortunately the dragon was young and inexperienced, but even so the dwarf was gravely injured in the confrontation.

 

Nikki, Gelthan, and Clancy combined their healing skills to restore Thordin, and the party searched eagerly for the dragon’s hoard. They found only a few gold coins, a disappointment – but also a clue. What dragon would be here with no hoard? Something must have bound it to this place besides the usual dragon greed.

 

Further exploration revealed a few gnolls, hardly a challenge after fighting the dragon. The party decided to rest for the night soon afterward, to be prepared in case other dangerous beasts were encountered.

 

Refreshed, the adventurers continued their explorations. After descending to the basement, they found a network of caves. More remained to investigate in the moathouse, however, so the caves would have to wait. In another portion of the basement, they found something more interesting – an elevator shaft leading down into darkness.

 

As the party stood near the elevator, debating whether to use it, they were set upon by two troglodytes! One of the monsters cast evil spells upon himself, wounding several. Afer a long and difficult battle, he eventually was defeated.

 

Searching the corpses revealed a journal that explained several mysteries. The moathouse stood over some place of great evil, a place that this cleric and his brethren meant to use to summon a dark lord of some kind. The elevator led to this place. The dragon, Utreshimon by name, had been bound magically to guard the entrance. The evil clerics planned to summon this dark lord and destroy the town of Hommet – and perhaps more.

 

The party rested again for a night, regaining strength and digesting this new information. Soon it would be time to confront this place of evil.

 

Last updated 04-06-2006 by Skip Franklin

 

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