Serge hurries over when he finally realizes what was happening, too late to intervene. He gets close to Zeds to inquire if that man had been a cultist... disappointed when he learns it was apparently just a criminal who bit off more than he could chew in tangling with Zeds.
"I haven't seen anything unusual yet. I can take up a guard position. Should I stay with the goods in the warehouse, or watch the wagons and animals?"
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"I would have liked go have searched the fella," Zeds responds to Serge. "The way he brazenly demanded a payoff... I would not be shocked if he was part of some organization and had backing enough to be so bold. Or he could have just thought so little of me but... Would have been nice to know for sure, eh?"
"Anyway... Perhaps we should ask Faelsin? I have no idea if this thief is unusual or commonplace here," Zeds replies. "I would think if it is all theft and anarchy it wouldn't be a common and popular waystation... But perhaps guarding everything at all times is just the norms?"
To Krackle he suggests that Junior be kept elsewhere than with the other livestock. "I'd hate for him to get loose and see the others as a smorgasbord... Could we keep him in the warehouse, I wonder? So long as we shovel out any droppings? He could protect the caravan goods with whatever watch we set."
Upon asking Faelsin he says "Thefts are somewhat common but the guards do a decent job of deterring them when the goods are stored in the warehouse. Plus, this place is one of the only safe places to rest our heads. You have seen our journey so far; I rather not be alone with a pack of monsters looking to gnaw on my leg. Bog Luck does offer storing very valuable items in the strong room where the superintendent is the only one with the key. Though I would need to pay Bog Luck for those services. These warehouses have worked for me before, and I feel safer behind the palisade"
((Ok so I'm assuming the horses and livestock are basically safe here. We should maybe still keep a guard on the goods in the warehouse since at least one dude was scoping out targets for theft in there? And we normally keep a watch anyway so would basically be standard procedure... At least that's my take. Meanwhile we should mingle and see if we see anything cult-ish?))
((Ok so I'm assuming the horses and livestock are basically safe here. We should maybe still keep a guard on the goods in the warehouse since at least one dude was scoping out targets for theft in there? And we normally keep a watch anyway so would basically be standard procedure... At least that's my take. Meanwhile we should mingle and see if we see anything cult-ish?))
((So, posting a guard overnight, but otherwise, trusting to security? Works for me.
AFAIK - there's nothing particularly valuable among the caravan's goods, and it would be pretty obvious if someone tried to haul away a bunch of crates of Faelsin's stuff.
How are we going to figure out who the cultists are? Ixsas is neither very stealthy nor very good at subtly prying for information. Like I said, in this situation, he'll probably hang back and just try to support whatever the others want to do. Hearing about the strong room, he's definitely wondering whether the party could get in there and look around, maybe by picking the lock, stealing the key, or suggesting that Bog Luck loans us the key.))
"Well if I give Jr a big meal... maybe he will be too full to want to eat any of the other animals. Otherwise he can help keep watch and guard or items in the warehouse. I was planning to sleep in my carriage anyway, so I'll be close to the goods also." He mentions with a smile. "I don't care where we go next. I need to purchase a few supplies before we go, but otherwise I'm ready to start snooping around. I'm pretty small and can be kind of sneaky... just tell me where you want me to go."
"Well if I give Jr a big meal... maybe he will be too full to want to eat any of the other animals. Otherwise he can help keep watch and guard or items in the warehouse. I was planning to sleep in my carriage anyway, so I'll be close to the goods also." He mentions with a smile. "I don't care where we go next. I need to purchase a few supplies before we go, but otherwise I'm ready to start snooping around. I'm pretty small and can be kind of sneaky... just tell me where you want me to go."
((OOC: Based on the two posts below, the wagons and Krackle's carriage would be parked outside Carnath House. All of the crates go in one of the warehouses, and the animals stay overnight in the stables inside Carnath House. So, anyone who is on guard is either with the wagons outside, at/inside one of the warehouses, or in the stables with the animals. Then again, as I said, we probably don't need to stand guard over Faelsin's goods in the warehouse. If anyone tried to steal all of his goods, I think that it would be clear even from the outside because they'd need to load it all on multiple wagons to haul it away.))
Faelsin has a look of relief and says that "as a rule we can place our goods in the warehouses, but our wagons and carriages have to be parked outside as there would not be enough room inside with all these caravanners present.
Other than a Healer's Kit, the only gear that Ixsas would like to purchase is material components for certain spells (Revivify, Continual Flame, Magic Circle, Augury). But all of those components cost more gold than he currently has.
Ixsas suggests that they first head into the building to see about food and lodging. He checks the few coins he has in his pouch and asks whether Faelsin normally pays for his guards' room and board. While they're inside, maybe Krackle or Zeds could chat with the workers from the other caravans and discover some clue or hint at which caravan is the one with the Dragon Cult members. In particular, he says, "Perhaps Dragon Cult would be less suspicious of a kobold who is trying to make contact with them."
Otherwise, the only way Ixsas can think of finding the Dragon Cult would be to find something in the warehouse or in the strong room, such as the Dragon Cult members' masks, that would tie one of the caravans to the Dragon Cult.
Yep, all wagons and carriages are parked outside of Carnath Roadhouse. So, none are allowed near the warehouses. You can leave Krackle Jr. Outside of Carnath Roadhouse with the carriage if you wish.
Faelsin says that he will pay for lodgings as the party is currently under his employment. He will also enter the main building and handle the lodgings for the night.
On the map the party has the room 5 closest to the exit on the first floor as their room for the night. Inside are 2 bunkbeds. 2 trunks for belongings, and a wooden floor covered in rushes. All bedroom doors have no locks.
The party heads into the main building and finds a large open common area with more goods and handcarts to move such goods around. In the northwest corner is a covered well for anyone who wishes a drink.
There is a sign above the doorway to area 3 that reads Carnath Suppliers. There is a Dutch door with the top segment open and a merchant standing ready to help resupply all the caravans. Behind her are shelves stocked with all sorts of items.
First thing first, Zeds takes a moment to sit down and catch his breath. (Or use Second Wind to regain 5 hit points.) It doesn't quite bring him up to snuff but it's a start. After sorting through where the goods were, where the wagons are and such, Zeds happily heads to common area and just sits and people watches for a good long while. One objective to this is to just relax from traveling and all. It's good to just freaking relax. But in all the people watching he has other goals as well...
If guards or friends on the thief he killed have a problem with him, he is readily available for them. If there are repercussions to be had he'd rather get them out of the way quickly, if possible. It also allows him to occasionally make a couple discreet hand signals to others who may know Thieves' Cant. If there is a guild running this waystation he'd like to clear up his actions so far with them, and if there's just a couple rogue elements he'd like to chat with them as well... Point out that him and his party are off limits, one way or another.
But the people watching also gives him plenty of opportunity to watch for signs of the cult. They've obviously met more than a few before taking the caravan and they know of the tattoos and signs that the cultists have used. Or at least some of them. Zeds figures some watching of people when they don't think they are being watched might reveal a thing or two, he may spy something they'd be more careful of keeping hidden elsewhere. (Perception: 16)
If nothing else, perhaps he can sit and rest long enough to recover a bit more strength - heal a bit more. (If he can squeeze in a short rest he'll use up 2 hit dice to recover 13 more HP. Is so lemme know and I will mark off the hit dice and add the HP...)
Zeds himself will perhaps buy a little from the merchant if they have it - A couple two or three daggers, some arrows for his short bow would likely be his main purchase. Basically just looking to restock those up to "full." He would buy about a weeks worth of rations, if available, as well as perhaps a dozen flasks of oil. If they sold traveling clothes and/or cloaks he would buy a set of that as well - Never a bad thing to be able to change out of what you were seen in to try to look like someone else. (I'm assuming most if not all of this would be available?)
He doesn't expect to find anything fancy or shiny for sale but will take a gander at any weapons or armor they have for sale just on the chance they do have something particularly well made or of exquisite quality. (If they did he probably couldn't afford it... but worth checking.) While shopping he would of course offer to loan some coin to any others traveling with him if they needed it... He imagines it is in his best interest for Krackle and Ixsas to be able to do their fancy magics and all... (probably have at least 130 even if I can buy all the above.)
((Not looking to get too far ahead of things but after the resting and the shopping Zeds intends to do more than just watching and to actually mingle with others there... Perhaps using info gained in observing, perhaps just using his charisma rolls to try to get the other people chattering on about anything and subtly bringing up cults and such... Overnight he will probably take first watch with the idea of scoping out security in the warehouse so perhaps he will do some snooping on the second watch?))
All those items are available, including spell components, and at standard pricing. Yes, anyone can take a short rest.
Zeds does not see any masterwork items. He does see a half-orc who is most likely Bog Luck. On his hip the scabbard of his shortsword is decorated with a black dragon design similar to the one you seen in the Hatchery. He directs several laborers to move crates into room 3 then room 4.
After all the crates are moved in, he walks to room 6 closing the door behind him.
No one approaches Zeds though 3 do give him a long look. Maybe it was nothing or maybe they understood what Zeds was gesturing in thieves' cant. They go about their business and do some shopping.
Zeds himself will perhaps buy a little from the merchant if they have it - A couple two or three daggers, some arrows for his short bow would likely be his main purchase. Basically just looking to restock those up to "full." He would buy about a weeks worth of rations, if available, as well as perhaps a dozen flasks of oil. If they sold traveling clothes and/or cloaks he would buy a set of that as well - Never a bad thing to be able to change out of what you were seen in to try to look like someone else. (I'm assuming most if not all of this would be available?)
He doesn't expect to find anything fancy or shiny for sale but will take a gander at any weapons or armor they have for sale just on the chance they do have something particularly well made or of exquisite quality. (If they did he probably couldn't afford it... but worth checking.) While shopping he would of course offer to loan some coin to any others traveling with him if they needed it... He imagines it is in his best interest for Krackle and Ixsas to be able to do their fancy magics and all... (probably have at least 130 even if I can buy all the above.)
Ixsas only has 3 gp left. He's been traveling north for some weeks, and he has had to spend almost everything he earned on food and lodging when there wasn't a temple of Kossuth where he could spend the night. He'll probably have to spend most of his coin to replenish his rations. (He only has 4 days left.)
Ixsas thinks that someone should buy a Healer's Kit. Ixsas and Krackle have to balance healing and their other spells, and the kit is well worth the money when you need it. If nothing else, it gives Serge or Zeds a guaranteed way to keep Ixsas, for example, alive if he's knocked unconscious again and Krackle isn't able to help right away.
The expensive material components for spells are probably beyond the party's means at the moment unless the group really wants to make one of these a priority:
Revivify is probably the most useful spell, but it's the most expensive: it consumes diamonds worth 300 gp (consumed in the casting).
Clairvoyance could be very useful as we snoop around Carnath House or other locations, but it requires a glass eye (for sight) worth at least 100 gp. If they want to hear a remote conversation instead, Ixsas would instead need a jeweled horn worth at least 100 gp.
Augury is a little trickier to use, but the material component is the cheapest on this list: specially marked sticks worth at least 25 gp.
Ixsas could protect Krackle's carriage against intrusion with a Glyph of Warding, but it requires incense and powdered diamond worth at least 200 gp (consumed in the casting).
If they need to use a Magic Circle to protect Toren from the hag (or contain the hag), it requires powdered silver and iron worth at least 100 gp (consumed in the casting).
((Not looking to get too far ahead of things but after the resting and the shopping Zeds intends to do more than just watching and to actually mingle with others there... Perhaps using info gained in observing, perhaps just using his charisma rolls to try to get the other people chattering on about anything and subtly bringing up cults and such... Overnight he will probably take first watch with the idea of scoping out security in the warehouse so perhaps he will do some snooping on the second watch?))
Again, Ixsas offers to grant you the advantage of Kossuth's Guiding Light. "With Kossuth guiding you," he says, "you're more likely to find the right thing to say, for example. Or...if we need to investigate secretly, Kossuth can help you avoid the sight of the guards."
This post has potentially manipulated dice roll results.
Once Ixsas buys a few more days of rations, he settles down for dinner inside. He keeps his headscarf around his face as much as possible. When he eats in the common room, he picks a seat not facing the room or in a corner behind serge so that he can remove his headscarf and eat without attracting unwanted attention. He doesn't make any attempt to talk to any of the other people outside Faelsin's caravan, but he keeps an eye open for anyone who seems to be watching their group especially. If Krackle and Zeds have told him what signs to look for to identify members of the Dragon Cult, he'll also keep an eye out for those signs among the people from the other caravans.
Krackle enters the shop and looks around. A wide smile spreads across his face. He wasn't often allowed in shops like this... and when he would enter them in the past... he never had coin to spend. The first thing he would do is purchase another 400lbs of animal feed to ensure that Krackle jr is well fed. The kobold would even offer to pay double the price if they would load the feed on to the top of his carriage for him.
The next thing the kobold looks for is a new set of travelers clothes. The robes he has been wearing were the same ones had had looted from a dead gnome long ago and were in pretty rough shape. Even though Krackle would regularly cast mending on the clothes to keep them functional.... the various burns, electrical shocks, stabbings, and arrow tips had done quite a number on his attire. He would keep a sharp eye out for anything that might be considered magical as well...
Perception to spot deals / magic items for sale or not for sale... 15
((Zeds buys his mentioned items plus: two healer's kits (one kept, one given to Serge) and some weirdly marked sticks for Ixsas, but he balks at spending so much for other components that are used up in the casting... He considers the eye or horn but these are a bit pricier than he really wants to pay for. He'll consider scoping out these items and considering his odds of being able to steal one or both though?))
Zeds of course tells Ixsas the dragon cult signs he's aware or and, in fact, gets everyone to share what they know so everyone has as much info as possible to be on the lookout for. "Whatever detail you may know or have heard rumored may be worth the others knowing..."
He also nudges Krackle as he is buying food for Junior. "Don't waste your money. Serge can surely haul that to your carriage for you," Zeds suggests.
Bog Luck definitely catches Zed's eye and he pays special attention to him after he notices the design upon his scabbard. It could just be something he picked up in trade but it is definitely worth checking out and a way station such as this would definitely be a good place to have cult members in charge. Zeds mentions what he noticed to the others and suggests that tonight, in the wee hours, he should perhaps check out the cargo that Bog specifically directed into those rooms...
"I do have these two curved daggers I got from the masked cultist early on," Zeds mentions and pulls out one of the daggers to examine it. (And compares it's design to that of the sword Bog Luck has?) "Perhaps it would be worth asking Bog Luck about them and see his reaction? But I think maybe tomorrow after I explore a bit tonight?"
The three maybe rogues though... Zeds points them out to the others by way of saying "Watch your pockets around those three," but makes no other issue about it. He does himself keep an eye on them, from a distance, trying to evaluate if they are a threat or not... But if not, he's fine with letting them be.
Ixsas and Krackle indeed notices the dragon design on Bog Luck's scabbard. There are no apparent cultist wearing there strange clothing and mask. Perhaps if they are here they are being more discrete.
Serge hurries over when he finally realizes what was happening, too late to intervene. He gets close to Zeds to inquire if that man had been a cultist... disappointed when he learns it was apparently just a criminal who bit off more than he could chew in tangling with Zeds.
"I haven't seen anything unusual yet. I can take up a guard position. Should I stay with the goods in the warehouse, or watch the wagons and animals?"
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"I would have liked go have searched the fella," Zeds responds to Serge. "The way he brazenly demanded a payoff... I would not be shocked if he was part of some organization and had backing enough to be so bold. Or he could have just thought so little of me but... Would have been nice to know for sure, eh?"
"Anyway... Perhaps we should ask Faelsin? I have no idea if this thief is unusual or commonplace here," Zeds replies. "I would think if it is all theft and anarchy it wouldn't be a common and popular waystation... But perhaps guarding everything at all times is just the norms?"
To Krackle he suggests that Junior be kept elsewhere than with the other livestock. "I'd hate for him to get loose and see the others as a smorgasbord... Could we keep him in the warehouse, I wonder? So long as we shovel out any droppings? He could protect the caravan goods with whatever watch we set."
Upon asking Faelsin he says "Thefts are somewhat common but the guards do a decent job of deterring them when the goods are stored in the warehouse. Plus, this place is one of the only safe places to rest our heads. You have seen our journey so far; I rather not be alone with a pack of monsters looking to gnaw on my leg. Bog Luck does offer storing very valuable items in the strong room where the superintendent is the only one with the key. Though I would need to pay Bog Luck for those services. These warehouses have worked for me before, and I feel safer behind the palisade"
((Ok so I'm assuming the horses and livestock are basically safe here. We should maybe still keep a guard on the goods in the warehouse since at least one dude was scoping out targets for theft in there? And we normally keep a watch anyway so would basically be standard procedure... At least that's my take. Meanwhile we should mingle and see if we see anything cult-ish?))
Yes, horses and livestock are safe unless Krackle Jr. gets loose.
To search for the cultist, you can mingle and ask any of the other merchants, caravanners, teamsters, and guards here.
If you want to try something else let me know.
((So, posting a guard overnight, but otherwise, trusting to security? Works for me.
AFAIK - there's nothing particularly valuable among the caravan's goods, and it would be pretty obvious if someone tried to haul away a bunch of crates of Faelsin's stuff.
How are we going to figure out who the cultists are? Ixsas is neither very stealthy nor very good at subtly prying for information. Like I said, in this situation, he'll probably hang back and just try to support whatever the others want to do. Hearing about the strong room, he's definitely wondering whether the party could get in there and look around, maybe by picking the lock, stealing the key, or suggesting that Bog Luck loans us the key.))
"Well if I give Jr a big meal... maybe he will be too full to want to eat any of the other animals. Otherwise he can help keep watch and guard or items in the warehouse. I was planning to sleep in my carriage anyway, so I'll be close to the goods also." He mentions with a smile. "I don't care where we go next. I need to purchase a few supplies before we go, but otherwise I'm ready to start snooping around. I'm pretty small and can be kind of sneaky... just tell me where you want me to go."
((OOC: Based on the two posts below, the wagons and Krackle's carriage would be parked outside Carnath House. All of the crates go in one of the warehouses, and the animals stay overnight in the stables inside Carnath House. So, anyone who is on guard is either with the wagons outside, at/inside one of the warehouses, or in the stables with the animals. Then again, as I said, we probably don't need to stand guard over Faelsin's goods in the warehouse. If anyone tried to steal all of his goods, I think that it would be clear even from the outside because they'd need to load it all on multiple wagons to haul it away.))
Other than a Healer's Kit, the only gear that Ixsas would like to purchase is material components for certain spells (Revivify, Continual Flame, Magic Circle, Augury). But all of those components cost more gold than he currently has.
Ixsas suggests that they first head into the building to see about food and lodging. He checks the few coins he has in his pouch and asks whether Faelsin normally pays for his guards' room and board. While they're inside, maybe Krackle or Zeds could chat with the workers from the other caravans and discover some clue or hint at which caravan is the one with the Dragon Cult members. In particular, he says, "Perhaps Dragon Cult would be less suspicious of a kobold who is trying to make contact with them."
Otherwise, the only way Ixsas can think of finding the Dragon Cult would be to find something in the warehouse or in the strong room, such as the Dragon Cult members' masks, that would tie one of the caravans to the Dragon Cult.
Yep, all wagons and carriages are parked outside of Carnath Roadhouse. So, none are allowed near the warehouses. You can leave Krackle Jr. Outside of Carnath Roadhouse with the carriage if you wish.
Faelsin says that he will pay for lodgings as the party is currently under his employment. He will also enter the main building and handle the lodgings for the night.
On the map the party has the room 5 closest to the exit on the first floor as their room for the night. Inside are 2 bunkbeds. 2 trunks for belongings, and a wooden floor covered in rushes. All bedroom doors have no locks.
The party heads into the main building and finds a large open common area with more goods and handcarts to move such goods around. In the northwest corner is a covered well for anyone who wishes a drink.
There is a sign above the doorway to area 3 that reads Carnath Suppliers. There is a Dutch door with the top segment open and a merchant standing ready to help resupply all the caravans. Behind her are shelves stocked with all sorts of items.
First thing first, Zeds takes a moment to sit down and catch his breath. (Or use Second Wind to regain 5 hit points.) It doesn't quite bring him up to snuff but it's a start. After sorting through where the goods were, where the wagons are and such, Zeds happily heads to common area and just sits and people watches for a good long while. One objective to this is to just relax from traveling and all. It's good to just freaking relax. But in all the people watching he has other goals as well...
If guards or friends on the thief he killed have a problem with him, he is readily available for them. If there are repercussions to be had he'd rather get them out of the way quickly, if possible. It also allows him to occasionally make a couple discreet hand signals to others who may know Thieves' Cant. If there is a guild running this waystation he'd like to clear up his actions so far with them, and if there's just a couple rogue elements he'd like to chat with them as well... Point out that him and his party are off limits, one way or another.
But the people watching also gives him plenty of opportunity to watch for signs of the cult. They've obviously met more than a few before taking the caravan and they know of the tattoos and signs that the cultists have used. Or at least some of them. Zeds figures some watching of people when they don't think they are being watched might reveal a thing or two, he may spy something they'd be more careful of keeping hidden elsewhere. (Perception: 16)
If nothing else, perhaps he can sit and rest long enough to recover a bit more strength - heal a bit more. (If he can squeeze in a short rest he'll use up 2 hit dice to recover 13 more HP. Is so lemme know and I will mark off the hit dice and add the HP...)
Zeds himself will perhaps buy a little from the merchant if they have it - A couple two or three daggers, some arrows for his short bow would likely be his main purchase. Basically just looking to restock those up to "full." He would buy about a weeks worth of rations, if available, as well as perhaps a dozen flasks of oil. If they sold traveling clothes and/or cloaks he would buy a set of that as well - Never a bad thing to be able to change out of what you were seen in to try to look like someone else. (I'm assuming most if not all of this would be available?)
He doesn't expect to find anything fancy or shiny for sale but will take a gander at any weapons or armor they have for sale just on the chance they do have something particularly well made or of exquisite quality. (If they did he probably couldn't afford it... but worth checking.) While shopping he would of course offer to loan some coin to any others traveling with him if they needed it... He imagines it is in his best interest for Krackle and Ixsas to be able to do their fancy magics and all... (probably have at least 130 even if I can buy all the above.)
((Not looking to get too far ahead of things but after the resting and the shopping Zeds intends to do more than just watching and to actually mingle with others there... Perhaps using info gained in observing, perhaps just using his charisma rolls to try to get the other people chattering on about anything and subtly bringing up cults and such... Overnight he will probably take first watch with the idea of scoping out security in the warehouse so perhaps he will do some snooping on the second watch?))
All those items are available, including spell components, and at standard pricing. Yes, anyone can take a short rest.
Zeds does not see any masterwork items. He does see a half-orc who is most likely Bog Luck. On his hip the scabbard of his shortsword is decorated with a black dragon design similar to the one you seen in the Hatchery. He directs several laborers to move crates into room 3 then room 4.
After all the crates are moved in, he walks to room 6 closing the door behind him.
No one approaches Zeds though 3 do give him a long look. Maybe it was nothing or maybe they understood what Zeds was gesturing in thieves' cant. They go about their business and do some shopping.
Ixsas only has 3 gp left. He's been traveling north for some weeks, and he has had to spend almost everything he earned on food and lodging when there wasn't a temple of Kossuth where he could spend the night. He'll probably have to spend most of his coin to replenish his rations. (He only has 4 days left.)
Ixsas thinks that someone should buy a Healer's Kit. Ixsas and Krackle have to balance healing and their other spells, and the kit is well worth the money when you need it. If nothing else, it gives Serge or Zeds a guaranteed way to keep Ixsas, for example, alive if he's knocked unconscious again and Krackle isn't able to help right away.
The expensive material components for spells are probably beyond the party's means at the moment unless the group really wants to make one of these a priority:
Again, Ixsas offers to grant you the advantage of Kossuth's Guiding Light. "With Kossuth guiding you," he says, "you're more likely to find the right thing to say, for example. Or...if we need to investigate secretly, Kossuth can help you avoid the sight of the guards."
Once Ixsas buys a few more days of rations, he settles down for dinner inside. He keeps his headscarf around his face as much as possible. When he eats in the common room, he picks a seat not facing the room or in a corner behind serge so that he can remove his headscarf and eat without attracting unwanted attention. He doesn't make any attempt to talk to any of the other people outside Faelsin's caravan, but he keeps an eye open for anyone who seems to be watching their group especially. If Krackle and Zeds have told him what signs to look for to identify members of the Dragon Cult, he'll also keep an eye out for those signs among the people from the other caravans.
Perception 20
Krackle enters the shop and looks around. A wide smile spreads across his face. He wasn't often allowed in shops like this... and when he would enter them in the past... he never had coin to spend. The first thing he would do is purchase another 400lbs of animal feed to ensure that Krackle jr is well fed. The kobold would even offer to pay double the price if they would load the feed on to the top of his carriage for him.
The next thing the kobold looks for is a new set of travelers clothes. The robes he has been wearing were the same ones had had looted from a dead gnome long ago and were in pretty rough shape. Even though Krackle would regularly cast mending on the clothes to keep them functional.... the various burns, electrical shocks, stabbings, and arrow tips had done quite a number on his attire. He would keep a sharp eye out for anything that might be considered magical as well...
Perception to spot deals / magic items for sale or not for sale... 15
((Zeds buys his mentioned items plus: two healer's kits (one kept, one given to Serge) and some weirdly marked sticks for Ixsas, but he balks at spending so much for other components that are used up in the casting... He considers the eye or horn but these are a bit pricier than he really wants to pay for. He'll consider scoping out these items and considering his odds of being able to steal one or both though?))
Zeds of course tells Ixsas the dragon cult signs he's aware or and, in fact, gets everyone to share what they know so everyone has as much info as possible to be on the lookout for. "Whatever detail you may know or have heard rumored may be worth the others knowing..."
He also nudges Krackle as he is buying food for Junior. "Don't waste your money. Serge can surely haul that to your carriage for you," Zeds suggests.
Bog Luck definitely catches Zed's eye and he pays special attention to him after he notices the design upon his scabbard. It could just be something he picked up in trade but it is definitely worth checking out and a way station such as this would definitely be a good place to have cult members in charge. Zeds mentions what he noticed to the others and suggests that tonight, in the wee hours, he should perhaps check out the cargo that Bog specifically directed into those rooms...
"I do have these two curved daggers I got from the masked cultist early on," Zeds mentions and pulls out one of the daggers to examine it. (And compares it's design to that of the sword Bog Luck has?) "Perhaps it would be worth asking Bog Luck about them and see his reaction? But I think maybe tomorrow after I explore a bit tonight?"
The three maybe rogues though... Zeds points them out to the others by way of saying "Watch your pockets around those three," but makes no other issue about it. He does himself keep an eye on them, from a distance, trying to evaluate if they are a threat or not... But if not, he's fine with letting them be.
Ixsas and Krackle indeed notices the dragon design on Bog Luck's scabbard. There are no apparent cultist wearing there strange clothing and mask. Perhaps if they are here they are being more discrete.