Rantel recognizes the spell coming off the two guards as a simple charm spell. The streetwise turtle has seen this kind of setup before - itinerate merchants working to protect themselves, minimize any threats, and give their sales a bit of a juice. Not quite ethical - but this group doesn't appear nefarious in any way.
The campfire is indeed open, and meals are available for a small fee - a couple of silver and you all have a hot meal and a safe place to sleep for the night. Hog passes out almost right away, the warmth of the charm spell and the fire lulling him into a comfortable doze.
The rest of you meander about and chat freely with the caravan family. Your initial impressions are soon confirmed - they are well prepared, well armed, but generally peaceful and intent only on extracting as much silver out of your pockets as you are willing to give.
SUMMARY AND ACTION
You all can purchase anything you like as if this was a general store - so if there's any last minute items you want for your inventory now is the time.
They also have a healing poultice they offer you in three varieties - regular, extra strength and MAX - all spelled out in ornate script on the wagon sides.
Let me know if you'd like to buy anything before we move on to the last day of travel
Rantel admonishes the traders for resorting to charming. "We could have been friendly without the boost. I think you're more likely to lose business than to gain it, that way."
But he settles in, watchful. He will pay attention to the prices of healing potions, and will help set up watches for their camp.
Horsieceleste whinnies and in her curiosity, trots over to sniff at the healing poultices. She wanted to familiarize herself with the ingredients and the manner in which it was prepared. She listened to learn the price and its characteristics, whether they resembled potions, healing kits or the like. The horse gestures with her head to Jane to join her.
The two guards chuckle and shrug their shoulders at Rantel's admonishment 'Better you don't trust us than that one' he nods at the heavily armored dwarf dozing by the fire 'loses his cool and starts doing something stupid. We travel these roads alone - and the law is as likely to rob us or arrest us as they are to help us' another shrug 'so we do what we must to keep safe and to make a living - but we won't cheat you or steal from you. You and yours are safe by our fire for the night.'
Celeste and Jane do indeed find the healing poultices hanging from one of the wagons. The bags are color-coded - going from a light green to a deep crimson - and are of a curious design. As horsieCeleste nuzzles them, and older woman slides in behind the wagon's built-in counter offering the horse a carrott and pushing your muzzle away from the pouches. 'These aren't for munching girlie, they're for healing the sick or helping when yer hurt. Ma' own design and recipe - you'll never see their like again.' Jane, you watch as she demonstrates the poultices with hands cracked with age and experience. She pulls one down, unfolds it vertically, mimes a hard pulling motion on either end and then spins the pouch to reveal an inner lining 'Pulling on it activates the sap along the seam here, so the whole thing'll stick to you and give the medicine time to work. It'll perk ya' right up and cure what ails you - I guarantee it. Green 'ons are for simple hurts, the Red for serious ones. Simple will run you 100 gold each and the Serious run 500 gold - I've got five of each and ya' can have 'im all right now!'
SUMMARY AND ACTION
The healing poultices are a custom magic item. They take a bonus action to use and the woman tells you they will remove any condition (stunned, poisoned, blinded, etc) within 1 turn. Green ones do 2d4+2 healing in T1 and 1d4 healing for 3 additional turns. Red ones for 4d4+4 healing in turn 1 and 2d4 healing for 3 additional turns.
Or at least that's what the old lady in the creepy caravan tells you.....
Rantel nods, and sticks close to his companions for the rest of the evening, setting up camp nearby. He sniffs the healing poultices, and, if Celeste eventually gives her approval, he will pony up 100gp for one of the green ones.
Huff, huff, big sniff. HorsieCeleste’s nuzzle is absolutely lured by the apple. Chomp. She takes it nicely from the wise old lady with a interchange of excited clip clops of her hooves. Wide eyed she observes and listens with rapt attention. Sometime through the demonstration the young woman shifts out of her form with a gentle pouft, still chomping on the apple and respectfully paying attention to the elder.
Passive insight/perception is 15 (Celeste likes to be in tune with her environment, naturally her instincts would be feeling out the vibes of the elder and seeing if she gets comfort like from ‘Ma Toots, or the sketchy discomfort like an evil step mother. How genuine/truthful is the older woman being? Is she being ‘breadcrumbed’ to an old witches hut with a promise?) (Assuming all is well, Celeste will be interested in purchasing, perhaps even the whole lot and may try to bat her eyes to bargain/barter for a bundle price)
Celeste drinks in the woman's scent, listens to the lilt of her voice, and sees into her very soul. A hedge witch some would call her - a derisive, dismissive descriptor - generally meant to gate-keep 'true magic'. These healing poultices are powerful, innovative, and inventive - Celeste can see how they've been crafted, might even be able to recreate the technique given the right ingredients and enough time.
SUMMARY AND ACTION
Celeste is 100% confident that these poultices are in fact what they appear to be - healing potions that can be used as a Bonus Action, have a lingering healing effect and have 'lesser restoration' baked into them.
Imma move us on later today - last chance for a RP before you come upon the mountain and the danger it holds.
Once the old hedge witch vibe fully sets, dawning on the young impressionable Celeste, she’s almost even in awe. She found herself lucky to be privy to the wisdom, information and techniques provided to her. Celeste did her best to be a sponge and soak up as much as she could so that should she ever run out of these legendary poultice’s, she (and/or Jane) may be able to reengineer them! With happy hums she helps herself to Z’s hefty sack of coin and accepts what Rantel offers, then tops it off with a mix mash of change from her own pockets to top off the bill. There may be a few rocks, berries and an acorn too… “My friends are accident prone.” Celeste blurts as she scoops up the purchased goods with enthusiasm and pride. She does wonder if she’s technically leaving this travel group without. It’s a fleeting thought, as she’d reassure herself that the old wise woman wouldn’t be foolish enough to leave herself completely without. “Thank you… Madam… Miss…?” Remembering her manners, she thanks her for her items, however couldn’t do so ‘fully’ as she couldn’t remember the old lady’s name, or if she even provided it. “And if you ever find yourselves in need of some helpful adventurer’s, we do stuff!” Celeste offers nonchalantly, and lacking any detail. Eventually she settles herself down with her ‘hoard’ of goodies, curls up all comfy and snoozes with the rest of the team until next steps rouse her awake.
The crone chuckles at Celeste's enthusiasm, sweeping the coin off the counter with a practiced hand. 'Yoddyn, they just call me Yoddyn. No madam or ma'm or miss - just Yoddyn - sometimes old Yoddyn, but since there's no young Yoddyn...well.' a shrug and a hand washing movement 'Yoddyn it is. Yer welcome to our fire and we'll share our meal with yous this evening. We'll be off early in the morning after the mists clear.'
The evening unfolds exactly as promised, a hot meal, some friendly chatter and a long rest safe in the embrace of the wagons. Rantel and Zerexius take notice of the guards walking the perimeter and the crossbows concealed in the wagons trained out into the darkness. Jane and Celeste take note of the strange mist that Yoddyn mentioned gather and collect around the wagons - it's a low dense fog that doesn't quite breach the circle of the wagons.
In the morning you awake to find the wagons reassembled for travel and the wanderers loading up and heading out in the opposite direction - towards the city and all it's splendors.
You travel along the coast for the rest of the day before find the branch marked on the map and turn to head towards the small mining town that marks the last outpost of civilization before the last three days of marching towards the dwarf-hold - the legendary Forge of Durgeddin.
As you travel north from the mining town of Blasingdell, you pass through brooding pine forests and deep vales. After several days of hiking and climbing, you catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone Tooth.
A thin spire of smoke rises from some unseen point high on the hill’s slopes, and you can make out a steep, narrow road or track that runs back and forth across the face of the mountainside.
Your map (below) seems to pick up at your very feet - you are at the southern-most point on the map looking north towards the Stone Tooth - and the entrance to the dwarf-hold lies somewhere ahead.
Ok - I hit fast forward on the travel. Happy to roll back if anyone wants to tie up loose ends. Feel free to adjust your spell lists and equipment to accurately reflect how you want to enter this adventure.
You have come to the Mountain where Sir Bradford's papers suggest the entrance to the long-lost dwarven-hold can be found.
Give me a marching order and how you plan on proceeding forward (scouting, stealth, stomping through the underbrush)
Rantel will take rearguard and does his best not to make a lot of noise. “Now we are expecting trouble here, just looking for an entrance to a place that took some people, probably a lot of danger inside. Outside too maybe. Eyes sharp.”
This post has potentially manipulated dice roll results.
Hoghead will be up at the front. "I agree with my shelled friend here. This could get rough so try to stay behind me as we approach. I'm not worried about getting hit as long as I have my shield and now that I know I won't try to murder all of you, we should be set." Hog lets out his loud, barking laugh and hears it echo around him. He cuts himself off abruptly and goes completely silent. He stage whispers, "Sorry about that." He looks around to see if anything has taken notice.
Celeste is happier than a hog in shi- Ou what's that smell? Outside, in the wild, with friends and lots of smells, loaded with snacks and poultices. What wasn't there for her to be delighted about? Naturally she'd find herself at the back of the group where she'd more likely be left 'unsupervised' more frequently and could practice her sneaking. It wouldn't be uncommon for the wildling to meander slightly off trail to nose around the local flora, snoop for tracks, gather more snacks, collect special to her rocks, pounce at bugs, and other things...
Rolls for DM
Perception (Passive 15): 18 for keeping eyes and snout out for traps/baddies Stealth: 16 for sneaky sneak Survival: 17 for looking for tracks
Rollback Post to RevisionRollBack
just an unstable unicorn.
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Rantel recognizes the spell coming off the two guards as a simple charm spell. The streetwise turtle has seen this kind of setup before - itinerate merchants working to protect themselves, minimize any threats, and give their sales a bit of a juice. Not quite ethical - but this group doesn't appear nefarious in any way.
The campfire is indeed open, and meals are available for a small fee - a couple of silver and you all have a hot meal and a safe place to sleep for the night. Hog passes out almost right away, the warmth of the charm spell and the fire lulling him into a comfortable doze.
The rest of you meander about and chat freely with the caravan family. Your initial impressions are soon confirmed - they are well prepared, well armed, but generally peaceful and intent only on extracting as much silver out of your pockets as you are willing to give.
SUMMARY AND ACTION
You all can purchase anything you like as if this was a general store - so if there's any last minute items you want for your inventory now is the time.
They also have a healing poultice they offer you in three varieties - regular, extra strength and MAX - all spelled out in ornate script on the wagon sides.
Let me know if you'd like to buy anything before we move on to the last day of travel
Rantel admonishes the traders for resorting to charming. "We could have been friendly without the boost. I think you're more likely to lose business than to gain it, that way."
But he settles in, watchful. He will pay attention to the prices of healing potions, and will help set up watches for their camp.
Horsieceleste whinnies and in her curiosity, trots over to sniff at the healing poultices. She wanted to familiarize herself with the ingredients and the manner in which it was prepared. She listened to learn the price and its characteristics, whether they resembled potions, healing kits or the like. The horse gestures with her head to Jane to join her.
just an unstable unicorn.
The two guards chuckle and shrug their shoulders at Rantel's admonishment 'Better you don't trust us than that one' he nods at the heavily armored dwarf dozing by the fire 'loses his cool and starts doing something stupid. We travel these roads alone - and the law is as likely to rob us or arrest us as they are to help us' another shrug 'so we do what we must to keep safe and to make a living - but we won't cheat you or steal from you. You and yours are safe by our fire for the night.'
Celeste and Jane do indeed find the healing poultices hanging from one of the wagons. The bags are color-coded - going from a light green to a deep crimson - and are of a curious design. As horsieCeleste nuzzles them, and older woman slides in behind the wagon's built-in counter offering the horse a carrott and pushing your muzzle away from the pouches. 'These aren't for munching girlie, they're for healing the sick or helping when yer hurt. Ma' own design and recipe - you'll never see their like again.' Jane, you watch as she demonstrates the poultices with hands cracked with age and experience. She pulls one down, unfolds it vertically, mimes a hard pulling motion on either end and then spins the pouch to reveal an inner lining 'Pulling on it activates the sap along the seam here, so the whole thing'll stick to you and give the medicine time to work. It'll perk ya' right up and cure what ails you - I guarantee it. Green 'ons are for simple hurts, the Red for serious ones. Simple will run you 100 gold each and the Serious run 500 gold - I've got five of each and ya' can have 'im all right now!'
SUMMARY AND ACTION
The healing poultices are a custom magic item. They take a bonus action to use and the woman tells you they will remove any condition (stunned, poisoned, blinded, etc) within 1 turn. Green ones do 2d4+2 healing in T1 and 1d4 healing for 3 additional turns. Red ones for 4d4+4 healing in turn 1 and 2d4 healing for 3 additional turns.
Or at least that's what the old lady in the creepy caravan tells you.....
Zerxius comes up.behind Jane and the horse? "These are such nice.people aren't they? I've got some coin if you need it Jane"
Laissez les bons temps rouler
Rantel nods, and sticks close to his companions for the rest of the evening, setting up camp nearby. He sniffs the healing poultices, and, if Celeste eventually gives her approval, he will pony up 100gp for one of the green ones.
He'll take first watch.
Huff, huff, big sniff. HorsieCeleste’s nuzzle is absolutely lured by the apple. Chomp. She takes it nicely from the wise old lady with a interchange of excited clip clops of her hooves. Wide eyed she observes and listens with rapt attention. Sometime through the demonstration the young woman shifts out of her form with a gentle pouft, still chomping on the apple and respectfully paying attention to the elder.
Passive insight/perception is 15
(Celeste likes to be in tune with her environment, naturally her instincts would be feeling out the vibes of the elder and seeing if she gets comfort like from ‘Ma Toots, or the sketchy discomfort like an evil step mother. How genuine/truthful is the older woman being? Is she being ‘breadcrumbed’ to an old witches hut with a promise?)
(Assuming all is well, Celeste will be interested in purchasing, perhaps even the whole lot and may try to bat her eyes to bargain/barter for a bundle price)
just an unstable unicorn.
The old woman takes Celeste's transformation in stride, continuing on with her demonstration and sales pitch without missing a beat.
Celeste gets her nostrils full of the woman's essence, an honest mixture of sweat, herbs, horse and .... maybe a bit of rosewater?
Celeste Perception: 7
[Bump to push the roll]
[Apologies for the delay]
just an unstable unicorn.
Celeste drinks in the woman's scent, listens to the lilt of her voice, and sees into her very soul. A hedge witch some would call her - a derisive, dismissive descriptor - generally meant to gate-keep 'true magic'. These healing poultices are powerful, innovative, and inventive - Celeste can see how they've been crafted, might even be able to recreate the technique given the right ingredients and enough time.
SUMMARY AND ACTION
Celeste is 100% confident that these poultices are in fact what they appear to be - healing potions that can be used as a Bonus Action, have a lingering healing effect and have 'lesser restoration' baked into them.
Imma move us on later today - last chance for a RP before you come upon the mountain and the danger it holds.
Rantel definitely buys one of the poultices (the lesser). Assume there is no way to add to sheet?
Hoghead continues to sleep soundly.
Once the old hedge witch vibe fully sets, dawning on the young impressionable Celeste, she’s almost even in awe. She found herself lucky to be privy to the wisdom, information and techniques provided to her. Celeste did her best to be a sponge and soak up as much as she could so that should she ever run out of these legendary poultice’s, she (and/or Jane) may be able to reengineer them! With happy hums she helps herself to Z’s hefty sack of coin and accepts what Rantel offers, then tops it off with a mix mash of change from her own pockets to top off the bill. There may be a few rocks, berries and an acorn too… “My friends are accident prone.” Celeste blurts as she scoops up the purchased goods with enthusiasm and pride. She does wonder if she’s technically leaving this travel group without. It’s a fleeting thought, as she’d reassure herself that the old wise woman wouldn’t be foolish enough to leave herself completely without. “Thank you… Madam… Miss…?” Remembering her manners, she thanks her for her items, however couldn’t do so ‘fully’ as she couldn’t remember the old lady’s name, or if she even provided it. “And if you ever find yourselves in need of some helpful adventurer’s, we do stuff!” Celeste offers nonchalantly, and lacking any detail. Eventually she settles herself down with her ‘hoard’ of goodies, curls up all comfy and snoozes with the rest of the team until next steps rouse her awake.
just an unstable unicorn.
The crone chuckles at Celeste's enthusiasm, sweeping the coin off the counter with a practiced hand. 'Yoddyn, they just call me Yoddyn. No madam or ma'm or miss - just Yoddyn - sometimes old Yoddyn, but since there's no young Yoddyn...well.' a shrug and a hand washing movement 'Yoddyn it is. Yer welcome to our fire and we'll share our meal with yous this evening. We'll be off early in the morning after the mists clear.'

The evening unfolds exactly as promised, a hot meal, some friendly chatter and a long rest safe in the embrace of the wagons. Rantel and Zerexius take notice of the guards walking the perimeter and the crossbows concealed in the wagons trained out into the darkness. Jane and Celeste take note of the strange mist that Yoddyn mentioned gather and collect around the wagons - it's a low dense fog that doesn't quite breach the circle of the wagons.
In the morning you awake to find the wagons reassembled for travel and the wanderers loading up and heading out in the opposite direction - towards the city and all it's splendors.
You travel along the coast for the rest of the day before find the branch marked on the map and turn to head towards the small mining town that marks the last outpost of civilization before the last three days of marching towards the dwarf-hold - the legendary Forge of Durgeddin.
As you travel north from the mining town of Blasingdell, you pass through brooding pine forests and deep vales. After several days of hiking and climbing, you catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone Tooth.
A thin spire of smoke rises from some unseen point high on the hill’s slopes, and you can make out a steep, narrow road or track that runs back and forth across the face of the mountainside.
Your map (below) seems to pick up at your very feet - you are at the southern-most point on the map looking north towards the Stone Tooth - and the entrance to the dwarf-hold lies somewhere ahead.
SUMMARY AND ACTION
Ok - I hit fast forward on the travel. Happy to roll back if anyone wants to tie up loose ends. Feel free to adjust your spell lists and equipment to accurately reflect how you want to enter this adventure.
You have come to the Mountain where Sir Bradford's papers suggest the entrance to the long-lost dwarven-hold can be found.
Give me a marching order and how you plan on proceeding forward (scouting, stealth, stomping through the underbrush)
Z will be towards the middle
Laissez les bons temps rouler
Rantel will take rearguard and does his best not to make a lot of noise. “Now we are expecting trouble here, just looking for an entrance to a place that took some people, probably a lot of danger inside. Outside too maybe. Eyes sharp.”
Hoghead will be up at the front. "I agree with my shelled friend here. This could get rough so try to stay behind me as we approach. I'm not worried about getting hit as long as I have my shield and now that I know I won't try to murder all of you, we should be set." Hog lets out his loud, barking laugh and hears it echo around him. He cuts himself off abruptly and goes completely silent. He stage whispers, "Sorry about that." He looks around to see if anything has taken notice.
Perception 16
"OK, I don't think anyone heard anything. I think we're good to go." Hoghead visibly relaxes
Celeste is happier than a hog in shi- Ou what's that smell? Outside, in the wild, with friends and lots of smells, loaded with snacks and poultices. What wasn't there for her to be delighted about? Naturally she'd find herself at the back of the group where she'd more likely be left 'unsupervised' more frequently and could practice her sneaking. It wouldn't be uncommon for the wildling to meander slightly off trail to nose around the local flora, snoop for tracks, gather more snacks, collect special to her rocks, pounce at bugs, and other things...
Rolls for DM
Perception (Passive 15): 18 for keeping eyes and snout out for traps/baddies
Stealth: 16 for sneaky sneak
Survival: 17 for looking for tracks
just an unstable unicorn.