Once he awakes Zerxius spends about a half hour exercising (push ups)and going through slowed combat moves which almost looked like an intricate dance moving from one stance to another. Then he cleans himself up and heads down for breakfast
Rantel finally wakes from his book and realizes he's in a lovely room. He takes some time to appreciate it and thank Breaker and Alicia for the hospitality. He chats amiably into the night and when he wakes, he's at first nervous not to see Hog, and comes downstairs wary. The smells draw him to the amazing spread and when he learns Hog's the one responsible, he takes a second to shake the chef's hand. "Thank you. I'm sorry if I was a bit cold to you before. You did try to kill us a few times. But I see that it wasn't you, and I'm hopeful for our future partnership. This is a work of love, whether you recognize it as such or not. And someone who has that in them, well, they've got things worth living for. You've got someone to walk beside if you want to try that path, rather than searching for one that leads to immolation."
He sits down next to Celeste and marvels at her ravenousness. He catches up with her a bit, asks after Toots, and tries to give her a bit of his life story, with a few tales about the mean streets of Waterdeep, catching baddies, losing baddies, and then the magical outbursts that brought about an early retirement. He asks her about her path here.
Breaker hardly seems to notice Celeste's weight and allows her to ride him for most of the evening as he bustles about the busy tavern. As she drifts off to sleep, he carries her up and lay her carefully on one of the large soft beds, covering her carefully with a blanket before leaving.
As breakfast winds down and each of you pushes back from the table, Alicia appears with generous portions of her famous quiche wrapped and ready for travel 'These should keep for ... well about as long as you can imagine. They're a perfect start to a busy day - gives you a little extra boost!'
You all gather yourselves and set off on the road again, the mountains to the north slowly getting closer as you walk.
Summary and Action
Wrapping up your time at Breaker's. I need 3 of you to give me d20 rolls. Here or in Discord. :)
The day passes uneventfully as you all travel north along the Sword of Seas, the mountains in the distance looming over you and getting ever so slightly closer. You pass several merchant caravans and the occasional single rider moving along the road but your interactions are limited to shouted greetings and quick updates on the weather.
As the sun begins to set you realize that Breaker's advertisement was accurate - you find there is no inn or tavern and hardly anywhere hospitable to stop.
Up ahead (about 500 yards) you see a caravan pulled off the road, the wagons drawn up in a protective half-circle with a modest fire burning in the center.
You've also seen clusters of stunted trees, blown and bent over by the constant breeze off the coast along the road - one of them might make a suitable rough shelter for the evening.
Summary and Action
You want to take your chances with the caravan folk or sleep out under the stars?
Hoghead strides over to about 100 yards from the Caravan and shouts, "HEY! WE MEAN YOU NO HARM AND I JUST WANTED TO LET YOU KNOW WE'RE HERE SO YOU DIDN'T GET STARTLED AND DO ANYTHING STUPID." He closes in on the caravan and walks into the middle of them or as close as they will let him. He casually sips from his flask and offers it to the new group. "My name is Fargrim but you can call me Hoghead. We are passing through and were about to stop for the evening when we saw you all camped here. I thought I'd introduce myself and make sure there won't be any problems with us sleeping in the general area. Like I said, we aren't looking for trouble but we are ready to dispatch it if any comes our way." He rests his hand that isn't holding the flask on the pommel of his new sword. "So, that's us. What's your story?"
This post has potentially manipulated dice roll results.
Rantel watches their diplomat make the first approach, and then looks around outside the campsite for anything hidden or lying in wait or anything in the general surroundings.
Investigation: 17
"Just ensuring things are as they seem, don't mind an old city watchturtle."
As Hoghead approaches the caravan he sees it's made up of five wagons, each drawn in towards the next to form a solid half moon facing away from the road. In the center is a warm fire and a beast of some sort roasts on a spit. About a dozen or so humanoids mill about, cooking, eating, making simple repairs, and generally tending to the business of a caravan in constant motion.
Two burly, bearded humans step forward, having been posted near the road side to intercept anyone approaching. They are friendly enough in their posture but their hands rest lightly on the hilts of wickedly curved swords on their hips. The first man speaks up, his voice warm and friendly, wrapping around you like a warm blanket. "Ho there stranger. Well met indeed. Our fires are open to all peaceful travelers, as is our trade wagon full of potions, ugents and trinkets of all sorts. Happy to help you refresh, replenish and keep you on your way.'
The second man's voice is harsh, like a bag of gravel rolled down a hill. 'The road can be a dangerous place, and trust is a commodity in short supply so keep your weapons sheathed and your magicks safed while you're here. Peaceful travelers can sleep within the safety of our circle, but we have no tolerance for aggression of any sort'
Zerexius scans while Hoghead talks. He notices that the wagons behind them are sturdy, ornately carved portable homes made of a dark wood and banded with iron. The wheels are heavy and appear to be shod with a strange metal. The horses are unhitched and grazing nearby under the watchful eye of a young girl with a glaive taller than she is - despite it's size, she carries it comfortably and confidently. The glint of metal draws your eye towards three crossbows mounted and concealed in the ornate curves of the rooflines of the three center wagons. The bolts are aimed in your direction, but there's no sign of anyone manning the weapons. Your sense is these are careful folk who take their security seriously, not bandits looking to ambush travelers.
This post has potentially manipulated dice roll results.
Left unsupervised while the boys shouted ahoys and exchanged pleasantries, Celeste goes rolling in the dirt. Once 'cloaked', the young half-elf of course slinks off and goes sniffing about in the bushes. She essentially ends up taking a bit of a wider berth around.
Horsies!
Phpoufft!
A young white mare with blue eyes follows her nose about the grasses. She's got a little bounce trot about her. Lookit mah horse, mah horse is amazin...
Intentions
Break down, in order, to go along with Celeste's intended actions. Of course DM feel free to apply or omit anything as necessary: (Passing Perception 15) (Casting Pass without trace on self, and could kick up some dirt to cover Jane if she happens to be near by) (Stealth: 28 ) (Wis ST if Req: 20) (Casting: Wild Shape into a draft horse)
This post has potentially manipulated dice roll results.
Jane sees the caravan ahead as they travel and decides to wear her helmet until she knows for sure what kind of reception they will get. With the limited vision possible through the small eye holes she would stick with the main group, probably close enough to endure a partial dirt shower. As Celeste moves off Jane would whisper at her, "Wait- wait a second... what are you doing?" Jane moves a little bit toward the now horse shaped woman, trying to keep both the group and Celeste within 30 feet, and moving quietly in an attempt not to draw any attention.
This post has potentially manipulated dice roll results.
26
Zerexius feels a wave of warmth wash over him as the two guards speak. You feel safe here - like he's among friends.
Celeste manages to turn herself into a horse and slip away towards the edge of the caravan, with Jane sliding along in her dust shadow. The bolts from one of the crossbows follows the druid and the cleric as they meander about the caravan. Not threatening, but keeping a close eye on the shennigans.
Celeste and Jane see a busy campsite, with what appears to be a large extended family working on chores, cooking dinner, making small repairs.
You all see a roast animal over a fire and an open wagon - its sides cleverly made to turn into shelves when it's stopped. Potions, ugents, and dried herbs are intermized with more common and mundae items like shovels, picks and lengths of rope.
Hoghead relaxes. He moves to the fire and sits with the group. He feels safe and comfortable and, since he was up the night before cooking, immediately fall asleep.
Once he awakes Zerxius spends about a half hour exercising (push ups)and going through slowed combat moves which almost looked like an intricate dance moving from one stance to another. Then he cleans himself up and heads down for breakfast
Laissez les bons temps rouler
Rantel finally wakes from his book and realizes he's in a lovely room. He takes some time to appreciate it and thank Breaker and Alicia for the hospitality. He chats amiably into the night and when he wakes, he's at first nervous not to see Hog, and comes downstairs wary. The smells draw him to the amazing spread and when he learns Hog's the one responsible, he takes a second to shake the chef's hand. "Thank you. I'm sorry if I was a bit cold to you before. You did try to kill us a few times. But I see that it wasn't you, and I'm hopeful for our future partnership. This is a work of love, whether you recognize it as such or not. And someone who has that in them, well, they've got things worth living for. You've got someone to walk beside if you want to try that path, rather than searching for one that leads to immolation."
He sits down next to Celeste and marvels at her ravenousness. He catches up with her a bit, asks after Toots, and tries to give her a bit of his life story, with a few tales about the mean streets of Waterdeep, catching baddies, losing baddies, and then the magical outbursts that brought about an early retirement. He asks her about her path here.
Breaker hardly seems to notice Celeste's weight and allows her to ride him for most of the evening as he bustles about the busy tavern. As she drifts off to sleep, he carries her up and lay her carefully on one of the large soft beds, covering her carefully with a blanket before leaving.
As breakfast winds down and each of you pushes back from the table, Alicia appears with generous portions of her famous quiche wrapped and ready for travel 'These should keep for ... well about as long as you can imagine. They're a perfect start to a busy day - gives you a little extra boost!'
You all gather yourselves and set off on the road again, the mountains to the north slowly getting closer as you walk.
Summary and Action
Wrapping up your time at Breaker's. I need 3 of you to give me d20 rolls. Here or in Discord. :)
18
The day passes uneventfully as you all travel north along the Sword of Seas, the mountains in the distance looming over you and getting ever so slightly closer. You pass several merchant caravans and the occasional single rider moving along the road but your interactions are limited to shouted greetings and quick updates on the weather.
As the sun begins to set you realize that Breaker's advertisement was accurate - you find there is no inn or tavern and hardly anywhere hospitable to stop.
Up ahead (about 500 yards) you see a caravan pulled off the road, the wagons drawn up in a protective half-circle with a modest fire burning in the center.
You've also seen clusters of stunted trees, blown and bent over by the constant breeze off the coast along the road - one of them might make a suitable rough shelter for the evening.
Summary and Action
You want to take your chances with the caravan folk or sleep out under the stars?
Hoghead strides over to about 100 yards from the Caravan and shouts, "HEY! WE MEAN YOU NO HARM AND I JUST WANTED TO LET YOU KNOW WE'RE HERE SO YOU DIDN'T GET STARTLED AND DO ANYTHING STUPID." He closes in on the caravan and walks into the middle of them or as close as they will let him. He casually sips from his flask and offers it to the new group. "My name is Fargrim but you can call me Hoghead. We are passing through and were about to stop for the evening when we saw you all camped here. I thought I'd introduce myself and make sure there won't be any problems with us sleeping in the general area. Like I said, we aren't looking for trouble but we are ready to dispatch it if any comes our way." He rests his hand that isn't holding the flask on the pommel of his new sword. "So, that's us. What's your story?"
Zerxius follows Hog scanning the caravan and its people for any signs or marks
Perception:14
Laissez les bons temps rouler
While Hog is talking he will try to judge the disposition of the group - Insight 7
Rantel watches their diplomat make the first approach, and then looks around outside the campsite for anything hidden or lying in wait or anything in the general surroundings.
Investigation: 17
"Just ensuring things are as they seem, don't mind an old city watchturtle."
As Hoghead approaches the caravan he sees it's made up of five wagons, each drawn in towards the next to form a solid half moon facing away from the road. In the center is a warm fire and a beast of some sort roasts on a spit. About a dozen or so humanoids mill about, cooking, eating, making simple repairs, and generally tending to the business of a caravan in constant motion.

Two burly, bearded humans step forward, having been posted near the road side to intercept anyone approaching. They are friendly enough in their posture but their hands rest lightly on the hilts of wickedly curved swords on their hips.
The first man speaks up, his voice warm and friendly, wrapping around you like a warm blanket. "Ho there stranger. Well met indeed. Our fires are open to all peaceful travelers, as is our trade wagon full of potions, ugents and trinkets of all sorts. Happy to help you refresh, replenish and keep you on your way.'
The second man's voice is harsh, like a bag of gravel rolled down a hill. 'The road can be a dangerous place, and trust is a commodity in short supply so keep your weapons sheathed and your magicks safed while you're here. Peaceful travelers can sleep within the safety of our circle, but we have no tolerance for aggression of any sort'
Zerexius scans while Hoghead talks. He notices that the wagons behind them are sturdy, ornately carved portable homes made of a dark wood and banded with iron. The wheels are heavy and appear to be shod with a strange metal. The horses are unhitched and grazing nearby under the watchful eye of a young girl with a glaive taller than she is - despite it's size, she carries it comfortably and confidently. The glint of metal draws your eye towards three crossbows mounted and concealed in the ornate curves of the rooflines of the three center wagons. The bolts are aimed in your direction, but there's no sign of anyone manning the weapons. Your sense is these are careful folk who take their security seriously, not bandits looking to ambush travelers.
SUMMARY AND ACTION
Hog and Z give me Wisdom saves - DC 15
The rest of you, how you like to proceed?
Wisdom save: 23
Laissez les bons temps rouler
Left unsupervised while the boys shouted ahoys and exchanged pleasantries, Celeste goes rolling in the dirt. Once 'cloaked', the young half-elf of course slinks off and goes sniffing about in the bushes. She essentially ends up taking a bit of a wider berth around.
Horsies!
Phpoufft!
A young white mare with blue eyes follows her nose about the grasses. She's got a little bounce trot about her. Lookit mah horse, mah horse is amazin...
Intentions
Break down, in order, to go along with Celeste's intended actions. Of course DM feel free to apply or omit anything as necessary:
(Passing Perception 15)
(Casting Pass without trace on self, and could kick up some dirt to cover Jane if she happens to be near by)
(Stealth: 28 )
(Wis ST if Req: 20)
(Casting: Wild Shape into a draft horse)
just an unstable unicorn.
Jane sees the caravan ahead as they travel and decides to wear her helmet until she knows for sure what kind of reception they will get. With the limited vision possible through the small eye holes she would stick with the main group, probably close enough to endure a partial dirt shower. As Celeste moves off Jane would whisper at her, "Wait- wait a second... what are you doing?" Jane moves a little bit toward the now horse shaped woman, trying to keep both the group and Celeste within 30 feet, and moving quietly in an attempt not to draw any attention.
Stealth: 3 +10 if with Pass Without a Trace
26
Zerexius feels a wave of warmth wash over him as the two guards speak. You feel safe here - like he's among friends.
Celeste manages to turn herself into a horse and slip away towards the edge of the caravan, with Jane sliding along in her dust shadow. The bolts from one of the crossbows follows the druid and the cleric as they meander about the caravan. Not threatening, but keeping a close eye on the shennigans.
Celeste and Jane see a busy campsite, with what appears to be a large extended family working on chores, cooking dinner, making small repairs.
You all see a roast animal over a fire and an open wagon - its sides cleverly made to turn into shelves when it's stopped. Potions, ugents, and dried herbs are intermized with more common and mundae items like shovels, picks and lengths of rope.
"Well these guys seem nice"
Laissez les bons temps rouler
Wis save 20
Hoghead relaxes. He moves to the fire and sits with the group. He feels safe and comfortable and, since he was up the night before cooking, immediately fall asleep.
Did Rantel see any spellcasting, or notice anything odd?
(Rantel would have noticed the suitable change in Z and Hog)
Rantel looks for who might have cast a spell, or for anyone who's got something hidden...
Perception: 12
Is he being noticed? If so he'll approach the group, moving next to Hog and Z to keep an eye on them, suspicious turtle eyes on the caravan folk.
If he's not noticed, he'll observe from his spot.