"Day...*burp* getting late...more like the evening is still young! Let's drink!" Fjordix strikes out to find another source of alcohol, welcoming anyone he can to fall in with his drunken escapade.
OOC: So Fjordix started drinking, and his flaw is that once he starts he can't stop. So during his drunken escapade he will pick up a battleaxe, a bag of ball bearings, an extra bedroll, 6 candles, 2 sets of travelers clothes, fishing tackle, and 50 feet of hempen rope.
Edit: In the morning he'd like to find a place to sell off his old chainmail armor, is it half price? 32 gold 5 silver?
Novot picks up some rations, a few candles, a crowbar, a grappling hook, 2 pairs of manacles, and a few empty vials. And for the weapon - hell, why not a whip?
Rollback Post to RevisionRollBack
Saul - Reluctant Saviors of Luskan (5e) Nat- Guild Living (4e)
Arliden will pick up a light crossbow with 20 bolts along with a sturdy leather strap to fashion a sling for it. Also picks up the following: a simple wooden staff (not a weapon), top of with 10 days of rations, 5 torches, a few candles, some chalk, a tinderbox, and a two person tent (and talk to the group about that)
"So I don't know about everyone else but I don't love sleeping in the rain or foul weather if we run that risk. We could buy a few tents make sure the outer leather is waxed and split the parts up among us so one person isn't carrying all the weight. Anyone in with me?"
[How cold is the area we are are headed? Would we have any need for cold weather gear?]
"Day...*burp* getting late...more like the evening is still young! Let's drink!" Fjordix strikes out to find another source of alcohol, welcoming anyone he can to fall in with his drunken escapade.
OOC: So Fjordix started drinking, and his flaw is that once he starts he can't stop. So during his drunken escapade he will pick up a battleaxe, a bag of ball bearings, an extra bedroll, 6 candles, 2 sets of travelers clothes, fishing tackle, and 50 feet of hempen rope.
Edit: In the morning he'd like to find a place to sell off his old chainmail armor, is it half price? 32 gold 5 silver?
Ontharr Frume says, "I like this one. More drinks!" The two of you enjoy a night of drinking. The morning after, not so much.
[Fjordix, make a Constitution saving throw. If the save is less than 13, also roll percentile dice.
Is there anything else any of you would like to do before getting on the river boat?]
This post has potentially manipulated dice roll results.
[Just prep for the weather. If we know it's going to be exceptionally cold or hot make sure we get the correct gear. Other than that Arliden will play for the tavern that evening Performance Check: 17. The following day he will try and find out anything he can information wise that will help them on their journey. Trying to talk to traders maybe, see what the road to Baldur's Gate is like. Any opposition they might expect, etc.]
Fjordix thoroughly enjoys a night of carousing with Ontharr. Both of you drink into the early hours of the next morning. By some miracle, you both wake up a bit tired from lack of sleep but otherwise no worse for wear.
Arliden, you earn 23 sp in various tips throughout the evening as you play your lute. The next day, you learn that the Chionthar River flows directly from Elturel to the southern edge of Baldur’s Gate. Travelling down the river is pretty common, and relatively safe. A major road follows the river that is regularly patrolled, so bandits are very rare. Mild weather is the norm this time of year for most of the Sword Coast. The only time you would need to worry about cold weather gear is if you planned on traveling north of Neverwinter.
[I'm assuming you have no other business you would like to attend to in Elturel. There’s a lot of narrative here, so I’m going to try to get through it as quickly as possible. Sorry in advance for the long post.]
After you all get some rest and supplies for the journey, you make your way toward the docks and find The Olive Branch waiting to take you down the river to Baldur’s Gate. The trip takes three days with the ship docking at night. Around mid-morning on the third day, you arrive at Baldur’s Gate. You debark from the river boat and make your way to the gates leading into the city.
You are briefly stopped at the gates by some guards who briefly check to make sure you aren’t bringing any contraband into the city. As you are passing through the gates, you notice that no one is allowed to bring wagons, pack animals, or horses in. Most caravans are simply selling their wares to local merchants at the gates and buying new wares to take back in the direction they’d come from. Some merchants, however, are selling their caravan equipment at various equipages and hiring porters to carry their wares on foot through the city.
It takes you a while to navigate your way to the Blackgate district, but you find yourselves at Ackyn Selebon’s equipage by mid-afternoon. After some introductions, he informs you that there hasn’t been a large caravan of goods moved through the city in a while, so it’s likely that the cultists haven’t passed through yet. There’s a nearby tavern called The Eye of the Beholder that would be an ideal location to watch the northbound traffic moving through the city. A group moving as much cargo as the cult will be through town will be impossible to miss. When they come through, there should be a number of other merchants all hoping to caravan northward together. If you use Selebon as a reference, you should have no problem getting hired on as a guard.
Four days after you arrived in Baldur’s Gate, the expected large group of porters moving northward comes by. You recognize some of the faces of the cultists from your first trip into the camp. A curtained palanquin, escorted by eight guards stops at Selebon’s equipage to purchase wagons and supplies. A small breeze moves the curtains, and you can see that the occupant is a black half-dragon.
[Now you get to apply to be hired on as guards for some of the travelers heading north to Waterdeep. Roll your choice of a Strength (Athletics) *or* Charisma (Performance) check. The roll is at advantage for using Selebon as a reference. If you would like to try to be hired by the cult specifically, roll a Charisma (Performance) check at disadvantage instead.]
Rex will try to get hired on by the cult. However, he is Disguise Selfing to look like a Red Dragonborn with a similar, but different facial appearance. His actor feat gives him advantage, which cancels out the disadvantage.
This post has potentially manipulated dice roll results.
Does Arliden see the girl that he charmed to let them go? He is sort of worried that if he is recognizing them, they might recognize him. He would like to try and determine if any of these cultists were ones that they had close interactions with during their "stay" at the camp.
[To save some time I'm going to put a few scenarios below so I don't have to keep asking our poor GM a million questions LOL]
Perception to try and check out how familiar the cultists look: 9 > If he doesn't see anyone super recognizable he will try to infiltrate the cult: 8 > If he does see people that he would be worried about recognizing him, since he doesn't have a magical way to disguise himself, he will simply try to get hired on as a guard/entertainer for a different group: 14
Arliden, you definitely see some familiar faces in the group. Specifically, you see a young woman with her left arm in a sling that you recognize as the person you charmed. You seek to find employment elsewhere and managed to talk your way into being hired as a bodyguard for Oyn Evenmor, a human merchant, at 10 gp per tenday, plus food and living expenses on the road.
Fjordix, you also find yourself as a bodyguard, but for a man named Samardag the Hoper. You will also earn 10 gp per tenday, plus food and living expenses on the road.
Arryn, you are hired by Samardag as a sergeant. You will earn 8 gp per tenday, plus food and living expenses on the road and will be responsible for three other guards that he has hired.
Novot, you are hired to be a sergeant as well. Beyd Sechepol, a half-elf merchant, has placed you in charge of three guards and will pay you at the same rate as Arryn.
Rex, after you've finished explaining to the cultists why you would make a good guard, one of them says, "Have we met before? You would think I'd remember meeting a red dragonborn, but I swear I've seen you somewhere. I don't quite know what it is, but something about the way you talk just gave me a weird sense of deja vu. Anyway, I suppose we'll have plenty of time to figure it out. It's a long way up to Waterdeep." You, somehow, find yourself as a basic guard, earning 5 gp per tenday, plus food and living expenses on the road. The cultists, however, are a bit wary of you, and they seem to be keeping a pretty close eye on you, sensing that something is a bit off, but not quite able to place it.
[If there's nothing else you would like to do in Baldur's Gate, we can begin the next step of the journey. It'll take approximately forty days for the caravan to reach Waterdeep. Each of you roll a d20 twice (with no modifiers) to determine how smoothly the trip will go.]
While slow, the trip northward is also mostly quiet. The caravan stops every 7 days or so to give the animals that are hauling the wagons time to recover. This gives you plenty of time to get to know some of your fellow travelers.
Arliden, you discover that Evenmor is an independent wagon master hauling exotic birds to the lucrative markets in Waterdeep. He is a stubborn, argumentative man with strong opinions about almost everything, but he is generous when it comes to pouring drinks for those who will sit and argue with him endlessly.
Fjordix and Arryn, you learn that, in Samardag’s world, the sky is always blue, the weather is always fine, and the outlook for tomorrow is always bright. Odds are he would be a wealthy man if he hung onto his money, but he is a soft touch for every urchin and hard-luck story that crosses his path. A born optimist, he is hauling crates of expensive, fragile porcelain in a bouncing, jarring wagon along the Trade Way.
Novot, Sechepol's wagons are filled with ale and beer. He makes his money on the road, selling his stock to the other travelers in the caravan. He is diplomatic and has a gift for defusing arguments to everyone’s satisfaction before they escalate to violence, but he is careless about gear and horses.
At about the halfway point of the journey, a herd of deer is spotted grazing on a nearby hill on a sunny afternoon. The travelers take such opportunities to hunt fresh meat for the larder. This herd, however, includes a magnificent stag that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants to bring down that beast. Its pelt would be worth a fortune, even if it’s not real gold. A few of the more cautious types warn that the creature is clearly a blessed being and that killing it would bring bad luck on the caravan, but no more than two or three people are persuaded. In minutes, the hunt is on, and the deer herd scatters into the nearby forest and through farmers’ fields. The caravan won't be going any further today until those who are hunting the stag return.
Rex will pick up a Quarterstaff and 40 crossbow bolts!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
"Day...*burp* getting late...more like the evening is still young! Let's drink!" Fjordix strikes out to find another source of alcohol, welcoming anyone he can to fall in with his drunken escapade.
OOC: So Fjordix started drinking, and his flaw is that once he starts he can't stop. So during his drunken escapade he will pick up a battleaxe, a bag of ball bearings, an extra bedroll, 6 candles, 2 sets of travelers clothes, fishing tackle, and 50 feet of hempen rope.
Edit: In the morning he'd like to find a place to sell off his old chainmail armor, is it half price? 32 gold 5 silver?
Novot picks up some rations, a few candles, a crowbar, a grappling hook, 2 pairs of manacles, and a few empty vials. And for the weapon - hell, why not a whip?
Saul - Reluctant Saviors of Luskan (5e)
Nat - Guild Living (4e)
Arliden will pick up a light crossbow with 20 bolts along with a sturdy leather strap to fashion a sling for it. Also picks up the following: a simple wooden staff (not a weapon), top of with 10 days of rations, 5 torches, a few candles, some chalk, a tinderbox, and a two person tent (and talk to the group about that)
"So I don't know about everyone else but I don't love sleeping in the rain or foul weather if we run that risk. We could buy a few tents make sure the outer leather is waxed and split the parts up among us so one person isn't carrying all the weight. Anyone in with me?"
[How cold is the area we are are headed? Would we have any need for cold weather gear?]
Ontharr Frume says, "I like this one. More drinks!" The two of you enjoy a night of drinking. The morning after, not so much.
[Fjordix, make a Constitution saving throw. If the save is less than 13, also roll percentile dice.
Is there anything else any of you would like to do before getting on the river boat?]
[Just prep for the weather. If we know it's going to be exceptionally cold or hot make sure we get the correct gear. Other than that Arliden will play for the tavern that evening Performance Check: 17. The following day he will try and find out anything he can information wise that will help them on their journey. Trying to talk to traders maybe, see what the road to Baldur's Gate is like. Any opposition they might expect, etc.]
Con Save: 21 (Percentile just in case: 89)
[Does Fjordix even have a hang over? Is he immune to the drunk condition? LOL]
Fjordix thoroughly enjoys a night of carousing with Ontharr. Both of you drink into the early hours of the next morning. By some miracle, you both wake up a bit tired from lack of sleep but otherwise no worse for wear.
Arliden, you earn 23 sp in various tips throughout the evening as you play your lute. The next day, you learn that the Chionthar River flows directly from Elturel to the southern edge of Baldur’s Gate. Travelling down the river is pretty common, and relatively safe. A major road follows the river that is regularly patrolled, so bandits are very rare. Mild weather is the norm this time of year for most of the Sword Coast. The only time you would need to worry about cold weather gear is if you planned on traveling north of Neverwinter.
[I'm assuming you have no other business you would like to attend to in Elturel. There’s a lot of narrative here, so I’m going to try to get through it as quickly as possible. Sorry in advance for the long post.]
After you all get some rest and supplies for the journey, you make your way toward the docks and find The Olive Branch waiting to take you down the river to Baldur’s Gate. The trip takes three days with the ship docking at night. Around mid-morning on the third day, you arrive at Baldur’s Gate. You debark from the river boat and make your way to the gates leading into the city.
You are briefly stopped at the gates by some guards who briefly check to make sure you aren’t bringing any contraband into the city. As you are passing through the gates, you notice that no one is allowed to bring wagons, pack animals, or horses in. Most caravans are simply selling their wares to local merchants at the gates and buying new wares to take back in the direction they’d come from. Some merchants, however, are selling their caravan equipment at various equipages and hiring porters to carry their wares on foot through the city.
It takes you a while to navigate your way to the Blackgate district, but you find yourselves at Ackyn Selebon’s equipage by mid-afternoon. After some introductions, he informs you that there hasn’t been a large caravan of goods moved through the city in a while, so it’s likely that the cultists haven’t passed through yet. There’s a nearby tavern called The Eye of the Beholder that would be an ideal location to watch the northbound traffic moving through the city. A group moving as much cargo as the cult will be through town will be impossible to miss. When they come through, there should be a number of other merchants all hoping to caravan northward together. If you use Selebon as a reference, you should have no problem getting hired on as a guard.
Four days after you arrived in Baldur’s Gate, the expected large group of porters moving northward comes by. You recognize some of the faces of the cultists from your first trip into the camp. A curtained palanquin, escorted by eight guards stops at Selebon’s equipage to purchase wagons and supplies. A small breeze moves the curtains, and you can see that the occupant is a black half-dragon.
[Now you get to apply to be hired on as guards for some of the travelers heading north to Waterdeep. Roll your choice of a Strength (Athletics) *or* Charisma (Performance) check. The roll is at advantage for using Selebon as a reference. If you would like to try to be hired by the cult specifically, roll a Charisma (Performance) check at disadvantage instead.]
Athletics (With Advantage): 25
Rex will try to get hired on by the cult. However, he is Disguise Selfing to look like a Red Dragonborn with a similar, but different facial appearance. His actor feat gives him advantage, which cancels out the disadvantage.
Performance: 6
Are you KIDDING ME
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
[Athletics: 15 ]
Saul - Reluctant Saviors of Luskan (5e)
Nat - Guild Living (4e)
Does Arliden see the girl that he charmed to let them go? He is sort of worried that if he is recognizing them, they might recognize him. He would like to try and determine if any of these cultists were ones that they had close interactions with during their "stay" at the camp.
[To save some time I'm going to put a few scenarios below so I don't have to keep asking our poor GM a million questions LOL]
Perception to try and check out how familiar the cultists look: 9
> If he doesn't see anyone super recognizable he will try to infiltrate the cult: 8
> If he does see people that he would be worried about recognizing him, since he doesn't have a magical way to disguise himself, he will simply try to get hired on as a guard/entertainer for a different group: 14
Athletics: 13
Arliden, you definitely see some familiar faces in the group. Specifically, you see a young woman with her left arm in a sling that you recognize as the person you charmed. You seek to find employment elsewhere and managed to talk your way into being hired as a bodyguard for Oyn Evenmor, a human merchant, at 10 gp per tenday, plus food and living expenses on the road.
Fjordix, you also find yourself as a bodyguard, but for a man named Samardag the Hoper. You will also earn 10 gp per tenday, plus food and living expenses on the road.
Arryn, you are hired by Samardag as a sergeant. You will earn 8 gp per tenday, plus food and living expenses on the road and will be responsible for three other guards that he has hired.
Novot, you are hired to be a sergeant as well. Beyd Sechepol, a half-elf merchant, has placed you in charge of three guards and will pay you at the same rate as Arryn.
Rex, after you've finished explaining to the cultists why you would make a good guard, one of them says, "Have we met before? You would think I'd remember meeting a red dragonborn, but I swear I've seen you somewhere. I don't quite know what it is, but something about the way you talk just gave me a weird sense of deja vu. Anyway, I suppose we'll have plenty of time to figure it out. It's a long way up to Waterdeep." You, somehow, find yourself as a basic guard, earning 5 gp per tenday, plus food and living expenses on the road. The cultists, however, are a bit wary of you, and they seem to be keeping a pretty close eye on you, sensing that something is a bit off, but not quite able to place it.
[If there's nothing else you would like to do in Baldur's Gate, we can begin the next step of the journey. It'll take approximately forty days for the caravan to reach Waterdeep. Each of you roll a d20 twice (with no modifiers) to determine how smoothly the trip will go.]
OOC: I'm Ready! Roll 1: 1 Roll 2 3
Alright Rex, fate spared you, let’s roll high...
4 and 6
But then why would you. I was naive to hope for anything else. I should know better.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
[Sees his two companions rolls...expects that the group is now about to be mauled by Dire Displacer-Were-Tigers]
Roll 1: 11 | Roll 2: 11
While slow, the trip northward is also mostly quiet. The caravan stops every 7 days or so to give the animals that are hauling the wagons time to recover. This gives you plenty of time to get to know some of your fellow travelers.
Arliden, you discover that Evenmor is an independent wagon master hauling exotic birds to the lucrative markets in Waterdeep. He is a stubborn, argumentative man with strong opinions about almost everything, but he is generous when it comes to pouring drinks for those who will sit and argue with him endlessly.
Fjordix and Arryn, you learn that, in Samardag’s world, the sky is always blue, the weather is always fine, and the outlook for tomorrow is always bright. Odds are he would be a wealthy man if he hung onto his money, but he is a soft touch for every urchin and hard-luck story that crosses his path. A born optimist, he is hauling crates of expensive, fragile porcelain in a bouncing, jarring wagon along the Trade Way.
Novot, Sechepol's wagons are filled with ale and beer. He makes his money on the road, selling his stock to the other travelers in the caravan. He is diplomatic and has a gift for defusing arguments to everyone’s satisfaction before they escalate to violence, but he is careless about gear and horses.
At about the halfway point of the journey, a herd of deer is spotted grazing on a nearby hill on a sunny afternoon. The travelers take such opportunities to hunt fresh meat for the larder. This herd, however, includes a magnificent stag that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants to bring down that beast. Its pelt would be worth a fortune, even if it’s not real gold. A few of the more cautious types warn that the creature is clearly a blessed being and that killing it would bring bad luck on the caravan, but no more than two or three people are persuaded. In minutes, the hunt is on, and the deer herd scatters into the nearby forest and through farmers’ fields. The caravan won't be going any further today until those who are hunting the stag return.
10 for roll 1
8 for roll 2