Yeshil was sorry to see the werewolf sisters depart - not because of any emotional attachment, but because they were interesting, and perhaps if she admitted it, she felt strangely safer with them around. The green-skinned girl sympathised with the sentiment of being "Better on our own", having felt that way herself for much of the past few years, although she recognised that attitude had changed a bit in the last few weeks. The jibes of the caravanners about "monsters protecting monsters" hardly registered with the teen hagspawn, who had been called worse.
(Necklace gift readily accepted by Yeshil)
As the journey wore on and the accounts of the group's involvement in the undead fight spread, Yeshil abandoned any pretense of hiding behind her hood - her involvement hadn't meant to be that public, but she couldn't avoid it. It made sneaking around a little more difficult, and Yeshil wasn't quite ready to start interacting socially with strangers, so instead she just watched and observed, both the people and the surroundings.
The trollfens sparked her interest, and after a few days of boredom (and an uneventful trip on her previous journey south) Yeshil almost wished for a troll attack to spice things up, and maybe learn something about trolls from. But the caravan could ill afford any further losses, so the girl contented herself with just continuing to observe.
She had been asleep the last time they had passed by Dragonspear Castle, so this was her first view of the fabled ruin. Standing up as high as her stature allowed, she peered eagerly to see if she could catch a glimpse of the red dragon skeleton that she had been told still draped the crumbling walls.
Perception check: 21 (in game log)
Rollback Post to RevisionRollBack
How does a red dragon blow out the candles on its birthday cake?
This post has potentially manipulated dice roll results.
Tylaerys would gratefully accept the gift from the sisters, and if allowed she would give them each a warm parting embrace. "Travel safe now brave ones."She says quietly with a warm smile, watching as the sisters disappear into the darkness.
The young blonde half-elf would resume her daily routines in the caravan, mostly staying with the reins, offering to turn Yeshil invisible to keep diligent watch over the cultists and their activities.
As the ruins of Dragonspear Castle come into view, Tylaerys recalls the stories she had heard, her silvery eyes curiously scanning the scene.
The caravan moves onward under the looming shadow of Dragonspear Castle, its jagged ruins stark against the overcast sky. The wind carries a low, mournful howl as it reverberates through the broken towers, stirring the travelers’ nerves. Most keep their heads down, unwilling to meet the gaze of the cursed fortress.
Tylaerys, however, remains keen-eyed. Her gaze sweeps the caravan, and for a brief moment—just as the wagons pass beneath the castle’s eerie silhouette—she catches something just as it happens; a stroke of luck and keen perception.
Two figures materialize from nothingness, stepping seamlessly into the crowd. It’s not a grand entrance, no swirling magic or flash of light. One moment, the space is empty. The next, they are there, moving as though they had been walking the entire time. It is smooth, practiced—deliberate. Their garb blends with the cultists on foot: practical travel clothes, weather-worn cloaks, nothing suspicious, other than their magical entrance and the way the others subtly acknowledge them without surprise or alarm.
They do not glance around in confusion or hesitate to find their place. They knew precisely where they were going, who to join. These were not wanderers stumbling upon the caravan. These were agents, waiting.
Yeshil, though not as precise in what she witnessed, has been tracking the cultists carefully. She has already noted the shifting numbers among those on foot, a discrepancy she cannot explain—until she confers with Tylaerysand puts two and two together. The cultists have gained reinforcements, slipping into their ranks unnoticed by most. The question remains: were these two waiting here for the caravan to arrive, hidden by magic? Or did they come from the Castle up on the hill?
Either way, the cult’s presence grows stronger. And if these two arrived unseen… how many more might be yet to join in the days to come?
Meanwhile, the wagon train continues to rumble on, heading north, largely unaware it has gained two new travelers.
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
The blonde half discreetly shares her observations with her companions. She would alos use the sending stone to report to her Harper contact, hoping for advice. She would also inform Jararaka and hear her opinion on how to proceed. "Perhaps your familiar could take a peek into the ruins, just to see if there is a hidden cultist base there?" She asks Finn.
Yeshil asks more details of Tylaerys, and tries to recall what she knows about various spells and to align them with what Tylaerys has described. Would a teleportation-type conjuration spell preclude the continuous walking effect? Would dropping an illusion of invisibility be accompanied by any other effect? The answers to such questions might narrow down the possibilities of how these cultists were joining the caravan, and from where...
"Do we care?" Finn asks when informed of more cultists joining. "I mean we care but are we worried about it? If all they are doing is joining the caravan then strength in numbers, I suppose? It seems it could just add more opportunity for us to learn more. Unless we learn their numbers here pose a threat to us..."
"It's a bit of a hike for Misses Binklesworth to the Castle on her lonesome but as long as there is no rush, sure..." And Finn begins explaining to his feline familiar of just what they are being tasked with. Head to the castle ruins and have a good old look about. Peek into any rooms you can easily do so and see if you find any signs of it being not abandoned and if not try to get a look at just who is using it and for what. Take only minimal risks, this is more curiosity than investigating for a need. Once satisfied return to me...
Finn briefly considers changing the familiar's form to that of a hawk or owl for a quicker speed and better sight but he has only a minimum amount of materials required for the casting and he'd have to use up two thirds of it to change Misses Binklesworth for the trip and then back...
Tylaerys would do what she can to help Yeshil with what she has seen.
"Well, perhaps when they come near Naerytar they will simply decide to take over the rest of the caravan to bring more wealth to their masters, but I'm not sure how to prevent that from happening at this point other than warn Jararaka and stay alert."Tylaerys says quietly.
You notify your contact and you soon receive the following message: Be cautious. Dragonspear Castle has long drawn the interest of the Red Wizards. I will send scouts to see if they have infested it again.
Yeshil:
Listening to Tylaerys, you are certain these strangers entered the wagon train under an invisibility spell and then dropped it as soon as they were able to do so drawing the least amount of attention. Teleportation would have been much too flashy for what Tylaerysdescribes.
Finn, judging by the distance to the Castle from the road, it will probably take Misses Binklesworth of the Twilight Binklesworths the better part of a day to climb the crags and reach the castle. From there, there is no telling how long she might need to explore. The caravan is continuing to move on the road all the while. By the time she is complete, she could be a day behind you - though there would be nothing to stop her from catching up while the wagon stopped for the night. Alternatively, you could just dismiss her and recall her to you when you felt enough time had passed though you would have no way of knowing what she might be doing at that moment.
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
Finn explains the expected timeline for getting information about the castle from Misses Binklesworth to the others. "Alas, she's a cat. She can't fly there," he explains. "We'd be well by it before we learned anything at all, assuming there is anything to learn. If we're looking to do anything about the castle ourselves we'd likely want to find a reason to pause the caravan to give the kitty some time to find things out... But if we're just looking for information to pass on to others do deal with, then she can take her time I suppose."
If it's decided the castle is definitely worth investigating, Finn indeed still instructs Misses Binklesworth and then sets her on her way. "Take your time and investigate if there is anything to investigate. If there is not, you can hurry back or chase mice as you wish. If you don't find your way back to me before then, I will summon you back in two days time," he explains.
"Yes, I was just in contact with the Harpers and they will take care of investigating the Dragonspear Castle so that we can focus on the caravan. Apparently the castle has long drawn the interest of the Red Wizards."The young blonde half-elf says to the others, trying to recall if the cultists that appeared might have been thayans.
Hearing Tylaerys mention the Red Wizard connection, Yeshil briefly contemplates (and suggests) leaving the caravan in order to check out the Castle. She is still in the dark on what the connection is between the cult and the hunting of ex-pat Thayans, and this is the closest alignment they've had in some time. However, her curiosity about the fate of the caravan is equally high, despite the increasing risk due to the swelling numbers of cultists, and since Ty's Harper contacts are willing to get involved on that front, then Yeshil is content to remain with the group.
The green-skinned girl is formulating a number of theories about what the cult intends to do. Castle Naerytar, the presumed destination, lies beyond Waterdeep to the north. They have covered less than half the distance to Waterdeep, but the cult must be planning to do something prior, or why bother adding to their numbers along the way rather than simply doing so at Waterdeep? Perhaps they are planning to divert the caravan before reaching Waterdeep, but to where? Would they turn east after crossing the river at Daggerford, and make the much longer but less conspicuous route through Triboar? Would they make for the coast and rendezvous with a ship, then enter the Mere of Dead Men from the sea? Or Castle Naerytar not their destination at all? Yeshil continues to formulate ideas, and resumes her eavesdropping by way of her magic tooth planted furtively with her invisible magic hand, staying alert for any signs or rumors that might favor one possibility over another.
Rollback Post to RevisionRollBack
How does a red dragon blow out the candles on its birthday cake?
(Sorry for the crazy delay, but Jirel is still around. I'm trying to come back around to some consistency. Kind of a delayed basic summary catch up from when I last posted...)
During their downtime on the caravan, Jirel had gladly joined Finn and Yeshil for sparring, eager to teach them the ways of battle she had learned from her clan. She was firm, but light-hearted and gentle in her approach, making sure to control her immense strength so as not to accidentally harm her companions. Jirel focused on teaching them how to use their size and weight to their advantage, emphasizing the importance of blocking with purpose and landing strikes with both precision and power. Though she could have easily overwhelmed them with her strength, she made sure to keep the practice light and fun, adjusting her movements to match their level and offering tips along the way.
She had been more than willing to extend the invitation to Tylaerys as well, confident that the she might surprise them with her own desire to learn swordplay. Jirel had always believed that anyone could take to the blade if they had the right mindset, and she was sure that Tylaerys’ calm and composed demeanor could lend itself well to the art of swordsmanship. Still, whether Tylaerys chose to join in or simply observe, the invitation was open.
Outside of training, Jirel was mostly quiet during the trip. She spent her time observing the caravan's activities, keeping a watchful eye on the people around them. While her companions gathered information, Jirel remained ever vigilant, relying on their judgment about who could be trusted, and more importantly, who needed to be watched. Her loyalty to her companions was unwavering, and her primary focus was always on ensuring their safety, making sure they could all make it through this journey unscathed, regardless of the cultists hiding in their midst.
Tylaerys agrees with Yeshil as they discuss what the cultists are planning, it was all unclear still and they needed to stay vigilant for any move the cultists made, whether it was breaking off from the caravan or taking it over with their increasing numbers and strength. She would encourage and assist the green-skinned girl to keep spying to hopefully find out more.
(Tylaerys would cast invisibilty and use illusions as needed to support Yeshil :-)
As Jirel invites her to join in the swordplay she hesitates. She had been watching from the cart in amusement as the others trained together in a somewhat playful way. In the end she agrees. She knew she knew nothing about wielding a sword but if she could borrow one from Finn or Yeshil she would certainly give it a try. She knew she would be no match for the others but hopefully she would pick some things up at least.
Earlier, Tylaerys had asked a question of the werewolf sisters that was missed: They would have told her they do not know who killed the man. They had both inspected the scene, though found no clues. All they can say is that there was no scent of any monster, nor any strange smells such as travelers they hadn't already encountered, and no unusual tracks. They were baffled as well, as the claw marks certainly suggested a beast or monster, yet smells rarely lied to them. If there was some sort of creature afoot that night, it was something that left neither track nor scent behind.
[Finn, make the following checks, in this order, for Misses Binklesworth: Perception; DEX Save; Stealth; Perception
Yeshil: Where do you place the tooth this time? The same wagon as before? Or elsewhere? Please make an insight check... two outcomes with DC of 12 and 18.]
Riding away from the looming shadows of the old castle, that evening the caravan arrives at a newly established waystop settlement, the sign outside reading "Highridge Lodge." It is a fledgling outpost that still bears the rough edges of ongoing construction. Stacks of freshly hewn timber lean against unfinished walls, and scaffolding clings to half-built watchtowers. It is clear that Highridge was conceived with commerce in mind, built to extract gold from the pockets of weary travelers.
As the travelers come to a halt outside the settlement, a charming half-elf man in a wide-brimmed hat comes out to greet them, speaking with some of the merchants at the lead of the wagons. Soon, word trickles back. This settlement charges 20gp for wagons to camp inside the walls; 10gp for a horse and rider; 5gp for a single traveler. The exorbitant pricing sparks heated debate. With the caravan's leadership already tenuous after the recent attacks and loss of the original caravan master, arguments break out. In the end, the caravan splits roughly in half. Those with deeper pockets, injuries, or a greater fear of the unknown opt for the security of Highridge, while the rest—including all of the cultist wagons—set up camp beyond the walls. While all of the cultist wagons camp outside, at least a few of those on foot do pay the toll for lodging and enter Highridge.
Given their observations of the cultists and their wariness about the situation, the party must now decide: stay inside Highridge for warmth, comfort, and security—but at the cost of a hefty fee and being separated from the cultist wagons; or camp outside with the cultists and thriftier merchants, keeping a closer watch on their activities but risking exposure to any dangers lurking beyond the unfinished walls.
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
Those cultists think they can fool us with their invisibility spells... well, let's so who fools who!
Yeshil has seen and heard enough for now from the wagon. Accepting Ty's magic again, she stealthily plants her tooth in the pocket of one of the new arrivals.
Regarding where to stay, Yeshil has no particular preference. She's slept rough before, although since being taken in by the Arcane Brotherhood, she's gotten accustomed to a soft bed. There's probably a higher chance of overhearing something relevant to the quest where the concentration of cultists is strongest, but there may be more novel and interesting things to overhear inside the fort.
Presumably, based on what she's heard previously, the cultists are reluctant to part with treasure, despite having plenty enough to pay for the lodgings. It occurs to her how amusing it would be to spend the days invisibly stealing treasure from the wagons, a bagful at a time, and then discarding it on the trail behind the rear of the caravan... but decides she would probably get bored of the prank quickly.
Rollback Post to RevisionRollBack
How does a red dragon blow out the candles on its birthday cake?
[Finn, make the following checks, in this order, for Misses Binklesworth: Perception; DEX Save; Stealth; Perception
((Not sure this is everything since brackets didn't get closed but here goes: Perception: 14+3 for 17 Dex Save: 12+4 for 16 Stealth: 16+4 for 20 Perception: 18+3 for 21 Not sure if I should be happy or annoyed that the cat rolls better than I do...))
Finn suggests that staying outside the walls provides the most opportunity to watch and spy upon the cultists. No room walls to act as barriers and such. Also if they are going to make an attack upon any more caravaners it would be likely outside the walls as there is no extra security or room doors to lock. However, with proper preparation, inside the walls could have unique benefits as the cultists will likely feel more secure inside, may talk more freely behind closed doors and the like. It would be riskier, of course, but also potentially more rewarding.
"Either way, if I could get alone with one of the cultists I could try to give them a Suggestion that they try to recruit me by telling me everything they know about the cult, it's history, it's goals and it's strategies...' Finn says. "It's probably a long shot, and I'd likely need to kill them after so they don't remember what happened... But it could possibly provide us some information."
Tylaerys would agree to stay outside Highridge Lodge. She wouldn't mind a soft bed and some nice food for an evening but it would probably be better for the mission if she simply stayed outside with the others. Also, she hasn't got the gold. :-P
As Finn mentions suggesting to a cultist to talk and then kill them she seems concerned. "If we do get one alone and manage to question them without being interrupted that is good, we definitely could use more information on the cult and what they plan. If this cultist went missing or were found dead we must expect the rest of them to make inquiries. There are more of them now than when that other cultist was killed and possibly they have magic now to discern what happened. It is a high risk high reward plan, I'm not sure, but I will go along with what you can agree on."
[Yeshiloverhears bits and pieces of cultist conversation... enough to reaffirm that she has the right group, but not anything she hasn't heard or seen before. If anything, the group seems to be very tight lipped, even among themselves. They seem to be more focused on operational security than during her prior encounters with them, even at the start of the caravan trip.]
[Good rolls, Finn. In another 24 hours Misses Binklesworth will return with a report.]
The party elects to camp outside the walls. They notice that Jararaka has also elected to stay outside, along with most of her surviving guards. They don't look happy about it, but Jararakaseems comfortable in her new role ordering these soldiers and mercenaries around.
[Will the party put a plan in motion to interrogate a cultist tonight?]
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
Yeshil grins openly at Finn's suggestion of magical suggestion on one of the cultists, and eagerly offers to help.
I can probablybeguile one of them to get them away from the others, she offers. She thinks about what she has observed about the cultists so far on the journey: what would be the most likely situation in which she could talk to one of them without being overheard by the others - perhaps while they are alone for a nature call; and who might be the most likely to fall to her charm - perhaps someone relatively young and impressionable. A magical disguise might also help, in case she is already recognisable to the cult.
((Cool, cool... Finn is willing to walk more to hopefully get the sisters back home. Chompers removed from Finn's possessions.))
Yeshil was sorry to see the werewolf sisters depart - not because of any emotional attachment, but because they were interesting, and perhaps if she admitted it, she felt strangely safer with them around. The green-skinned girl sympathised with the sentiment of being "Better on our own", having felt that way herself for much of the past few years, although she recognised that attitude had changed a bit in the last few weeks. The jibes of the caravanners about "monsters protecting monsters" hardly registered with the teen hagspawn, who had been called worse.
(Necklace gift readily accepted by Yeshil)
As the journey wore on and the accounts of the group's involvement in the undead fight spread, Yeshil abandoned any pretense of hiding behind her hood - her involvement hadn't meant to be that public, but she couldn't avoid it. It made sneaking around a little more difficult, and Yeshil wasn't quite ready to start interacting socially with strangers, so instead she just watched and observed, both the people and the surroundings.
The trollfens sparked her interest, and after a few days of boredom (and an uneventful trip on her previous journey south) Yeshil almost wished for a troll attack to spice things up, and maybe learn something about trolls from. But the caravan could ill afford any further losses, so the girl contented herself with just continuing to observe.
She had been asleep the last time they had passed by Dragonspear Castle, so this was her first view of the fabled ruin. Standing up as high as her stature allowed, she peered eagerly to see if she could catch a glimpse of the red dragon skeleton that she had been told still draped the crumbling walls.
Perception check: 21 (in game log)
How does a red dragon blow out the candles on its birthday cake?
Tylaerys would gratefully accept the gift from the sisters, and if allowed she would give them each a warm parting embrace. "Travel safe now brave ones." She says quietly with a warm smile, watching as the sisters disappear into the darkness.
The young blonde half-elf would resume her daily routines in the caravan, mostly staying with the reins, offering to turn Yeshil invisible to keep diligent watch over the cultists and their activities.
As the ruins of Dragonspear Castle come into view, Tylaerys recalls the stories she had heard, her silvery eyes curiously scanning the scene.
Perception: 18
The caravan moves onward under the looming shadow of Dragonspear Castle, its jagged ruins stark against the overcast sky. The wind carries a low, mournful howl as it reverberates through the broken towers, stirring the travelers’ nerves. Most keep their heads down, unwilling to meet the gaze of the cursed fortress.
Tylaerys, however, remains keen-eyed. Her gaze sweeps the caravan, and for a brief moment—just as the wagons pass beneath the castle’s eerie silhouette—she catches something just as it happens; a stroke of luck and keen perception.
Two figures materialize from nothingness, stepping seamlessly into the crowd. It’s not a grand entrance, no swirling magic or flash of light. One moment, the space is empty. The next, they are there, moving as though they had been walking the entire time. It is smooth, practiced—deliberate. Their garb blends with the cultists on foot: practical travel clothes, weather-worn cloaks, nothing suspicious, other than their magical entrance and the way the others subtly acknowledge them without surprise or alarm.
They do not glance around in confusion or hesitate to find their place. They knew precisely where they were going, who to join. These were not wanderers stumbling upon the caravan. These were agents, waiting.
Yeshil, though not as precise in what she witnessed, has been tracking the cultists carefully. She has already noted the shifting numbers among those on foot, a discrepancy she cannot explain—until she confers with Tylaerys and puts two and two together. The cultists have gained reinforcements, slipping into their ranks unnoticed by most. The question remains: were these two waiting here for the caravan to arrive, hidden by magic? Or did they come from the Castle up on the hill?
Either way, the cult’s presence grows stronger. And if these two arrived unseen… how many more might be yet to join in the days to come?
Meanwhile, the wagon train continues to rumble on, heading north, largely unaware it has gained two new travelers.
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
The blonde half discreetly shares her observations with her companions. She would alos use the sending stone to report to her Harper contact, hoping for advice.
She would also inform Jararaka and hear her opinion on how to proceed.
"Perhaps your familiar could take a peek into the ruins, just to see if there is a hidden cultist base there?" She asks Finn.
Yeshil asks more details of Tylaerys, and tries to recall what she knows about various spells and to align them with what Tylaerys has described. Would a teleportation-type conjuration spell preclude the continuous walking effect? Would dropping an illusion of invisibility be accompanied by any other effect? The answers to such questions might narrow down the possibilities of how these cultists were joining the caravan, and from where...
Arcana: 23
How does a red dragon blow out the candles on its birthday cake?
"Do we care?" Finn asks when informed of more cultists joining. "I mean we care but are we worried about it? If all they are doing is joining the caravan then strength in numbers, I suppose? It seems it could just add more opportunity for us to learn more. Unless we learn their numbers here pose a threat to us..."
"It's a bit of a hike for Misses Binklesworth to the Castle on her lonesome but as long as there is no rush, sure..." And Finn begins explaining to his feline familiar of just what they are being tasked with. Head to the castle ruins and have a good old look about. Peek into any rooms you can easily do so and see if you find any signs of it being not abandoned and if not try to get a look at just who is using it and for what. Take only minimal risks, this is more curiosity than investigating for a need. Once satisfied return to me...
Finn briefly considers changing the familiar's form to that of a hawk or owl for a quicker speed and better sight but he has only a minimum amount of materials required for the casting and he'd have to use up two thirds of it to change Misses Binklesworth for the trip and then back...
Tylaerys would do what she can to help Yeshil with what she has seen.
"Well, perhaps when they come near Naerytar they will simply decide to take over the rest of the caravan to bring more wealth to their masters, but I'm not sure how to prevent that from happening at this point other than warn Jararaka and stay alert." Tylaerys says quietly.
Tylaerys:
You notify your contact and you soon receive the following message: Be cautious. Dragonspear Castle has long drawn the interest of the Red Wizards. I will send scouts to see if they have infested it again.
Yeshil:
Listening to Tylaerys, you are certain these strangers entered the wagon train under an invisibility spell and then dropped it as soon as they were able to do so drawing the least amount of attention. Teleportation would have been much too flashy for what Tylaerys describes.
Finn, judging by the distance to the Castle from the road, it will probably take Misses Binklesworth of the Twilight Binklesworths the better part of a day to climb the crags and reach the castle. From there, there is no telling how long she might need to explore. The caravan is continuing to move on the road all the while. By the time she is complete, she could be a day behind you - though there would be nothing to stop her from catching up while the wagon stopped for the night. Alternatively, you could just dismiss her and recall her to you when you felt enough time had passed though you would have no way of knowing what she might be doing at that moment.
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
Finn explains the expected timeline for getting information about the castle from Misses Binklesworth to the others. "Alas, she's a cat. She can't fly there," he explains. "We'd be well by it before we learned anything at all, assuming there is anything to learn. If we're looking to do anything about the castle ourselves we'd likely want to find a reason to pause the caravan to give the kitty some time to find things out... But if we're just looking for information to pass on to others do deal with, then she can take her time I suppose."
If it's decided the castle is definitely worth investigating, Finn indeed still instructs Misses Binklesworth and then sets her on her way. "Take your time and investigate if there is anything to investigate. If there is not, you can hurry back or chase mice as you wish. If you don't find your way back to me before then, I will summon you back in two days time," he explains.
"Yes, I was just in contact with the Harpers and they will take care of investigating the Dragonspear Castle so that we can focus on the caravan. Apparently the castle has long drawn the interest of the Red Wizards." The young blonde half-elf says to the others, trying to recall if the cultists that appeared might have been thayans.
Hearing Tylaerys mention the Red Wizard connection, Yeshil briefly contemplates (and suggests) leaving the caravan in order to check out the Castle. She is still in the dark on what the connection is between the cult and the hunting of ex-pat Thayans, and this is the closest alignment they've had in some time. However, her curiosity about the fate of the caravan is equally high, despite the increasing risk due to the swelling numbers of cultists, and since Ty's Harper contacts are willing to get involved on that front, then Yeshil is content to remain with the group.
The green-skinned girl is formulating a number of theories about what the cult intends to do. Castle Naerytar, the presumed destination, lies beyond Waterdeep to the north. They have covered less than half the distance to Waterdeep, but the cult must be planning to do something prior, or why bother adding to their numbers along the way rather than simply doing so at Waterdeep? Perhaps they are planning to divert the caravan before reaching Waterdeep, but to where? Would they turn east after crossing the river at Daggerford, and make the much longer but less conspicuous route through Triboar? Would they make for the coast and rendezvous with a ship, then enter the Mere of Dead Men from the sea? Or Castle Naerytar not their destination at all? Yeshil continues to formulate ideas, and resumes her eavesdropping by way of her magic tooth planted furtively with her invisible magic hand, staying alert for any signs or rumors that might favor one possibility over another.
How does a red dragon blow out the candles on its birthday cake?
(Sorry for the crazy delay, but Jirel is still around. I'm trying to come back around to some consistency. Kind of a delayed basic summary catch up from when I last posted...)
During their downtime on the caravan, Jirel had gladly joined Finn and Yeshil for sparring, eager to teach them the ways of battle she had learned from her clan. She was firm, but light-hearted and gentle in her approach, making sure to control her immense strength so as not to accidentally harm her companions. Jirel focused on teaching them how to use their size and weight to their advantage, emphasizing the importance of blocking with purpose and landing strikes with both precision and power. Though she could have easily overwhelmed them with her strength, she made sure to keep the practice light and fun, adjusting her movements to match their level and offering tips along the way.
She had been more than willing to extend the invitation to Tylaerys as well, confident that the she might surprise them with her own desire to learn swordplay. Jirel had always believed that anyone could take to the blade if they had the right mindset, and she was sure that Tylaerys’ calm and composed demeanor could lend itself well to the art of swordsmanship. Still, whether Tylaerys chose to join in or simply observe, the invitation was open.
Outside of training, Jirel was mostly quiet during the trip. She spent her time observing the caravan's activities, keeping a watchful eye on the people around them. While her companions gathered information, Jirel remained ever vigilant, relying on their judgment about who could be trusted, and more importantly, who needed to be watched. Her loyalty to her companions was unwavering, and her primary focus was always on ensuring their safety, making sure they could all make it through this journey unscathed, regardless of the cultists hiding in their midst.
just an unstable unicorn.
Tylaerys agrees with Yeshil as they discuss what the cultists are planning, it was all unclear still and they needed to stay vigilant for any move the cultists made, whether it was breaking off from the caravan or taking it over with their increasing numbers and strength. She would encourage and assist the green-skinned girl to keep spying to hopefully find out more.
(Tylaerys would cast invisibilty and use illusions as needed to support Yeshil :-)
As Jirel invites her to join in the swordplay she hesitates. She had been watching from the cart in amusement as the others trained together in a somewhat playful way. In the end she agrees. She knew she knew nothing about wielding a sword but if she could borrow one from Finn or Yeshil she would certainly give it a try. She knew she would be no match for the others but hopefully she would pick some things up at least.
Tylaerys:
Earlier, Tylaerys had asked a question of the werewolf sisters that was missed: They would have told her they do not know who killed the man. They had both inspected the scene, though found no clues. All they can say is that there was no scent of any monster, nor any strange smells such as travelers they hadn't already encountered, and no unusual tracks. They were baffled as well, as the claw marks certainly suggested a beast or monster, yet smells rarely lied to them. If there was some sort of creature afoot that night, it was something that left neither track nor scent behind.
[Finn, make the following checks, in this order, for Misses Binklesworth: Perception; DEX Save; Stealth; Perception
Yeshil: Where do you place the tooth this time? The same wagon as before? Or elsewhere? Please make an insight check... two outcomes with DC of 12 and 18.]
Riding away from the looming shadows of the old castle, that evening the caravan arrives at a newly established waystop settlement, the sign outside reading "Highridge Lodge." It is a fledgling outpost that still bears the rough edges of ongoing construction. Stacks of freshly hewn timber lean against unfinished walls, and scaffolding clings to half-built watchtowers. It is clear that Highridge was conceived with commerce in mind, built to extract gold from the pockets of weary travelers.
As the travelers come to a halt outside the settlement, a charming half-elf man in a wide-brimmed hat comes out to greet them, speaking with some of the merchants at the lead of the wagons. Soon, word trickles back. This settlement charges 20gp for wagons to camp inside the walls; 10gp for a horse and rider; 5gp for a single traveler. The exorbitant pricing sparks heated debate. With the caravan's leadership already tenuous after the recent attacks and loss of the original caravan master, arguments break out. In the end, the caravan splits roughly in half. Those with deeper pockets, injuries, or a greater fear of the unknown opt for the security of Highridge, while the rest—including all of the cultist wagons—set up camp beyond the walls. While all of the cultist wagons camp outside, at least a few of those on foot do pay the toll for lodging and enter Highridge.
Given their observations of the cultists and their wariness about the situation, the party must now decide: stay inside Highridge for warmth, comfort, and security—but at the cost of a hefty fee and being separated from the cultist wagons; or camp outside with the cultists and thriftier merchants, keeping a closer watch on their activities but risking exposure to any dangers lurking beyond the unfinished walls.
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
Those cultists think they can fool us with their invisibility spells... well, let's so who fools who!
Yeshil has seen and heard enough for now from the wagon. Accepting Ty's magic again, she stealthily plants her tooth in the pocket of one of the new arrivals.
Insight checks (from game log): 8, 10
Regarding where to stay, Yeshil has no particular preference. She's slept rough before, although since being taken in by the Arcane Brotherhood, she's gotten accustomed to a soft bed. There's probably a higher chance of overhearing something relevant to the quest where the concentration of cultists is strongest, but there may be more novel and interesting things to overhear inside the fort.
Presumably, based on what she's heard previously, the cultists are reluctant to part with treasure, despite having plenty enough to pay for the lodgings. It occurs to her how amusing it would be to spend the days invisibly stealing treasure from the wagons, a bagful at a time, and then discarding it on the trail behind the rear of the caravan... but decides she would probably get bored of the prank quickly.
How does a red dragon blow out the candles on its birthday cake?
[Finn, make the following checks, in this order, for Misses Binklesworth: Perception; DEX Save; Stealth; Perception
((Not sure this is everything since brackets didn't get closed but here goes:
Perception: 14+3 for 17
Dex Save: 12+4 for 16
Stealth: 16+4 for 20
Perception: 18+3 for 21
Not sure if I should be happy or annoyed that the cat rolls better than I do...))
Finn suggests that staying outside the walls provides the most opportunity to watch and spy upon the cultists. No room walls to act as barriers and such. Also if they are going to make an attack upon any more caravaners it would be likely outside the walls as there is no extra security or room doors to lock. However, with proper preparation, inside the walls could have unique benefits as the cultists will likely feel more secure inside, may talk more freely behind closed doors and the like. It would be riskier, of course, but also potentially more rewarding.
"Either way, if I could get alone with one of the cultists I could try to give them a Suggestion that they try to recruit me by telling me everything they know about the cult, it's history, it's goals and it's strategies...' Finn says. "It's probably a long shot, and I'd likely need to kill them after so they don't remember what happened... But it could possibly provide us some information."
Tylaerys would agree to stay outside Highridge Lodge. She wouldn't mind a soft bed and some nice food for an evening but it would probably be better for the mission if she simply stayed outside with the others. Also, she hasn't got the gold. :-P
As Finn mentions suggesting to a cultist to talk and then kill them she seems concerned. "If we do get one alone and manage to question them without being interrupted that is good, we definitely could use more information on the cult and what they plan. If this cultist went missing or were found dead we must expect the rest of them to make inquiries. There are more of them now than when that other cultist was killed and possibly they have magic now to discern what happened. It is a high risk high reward plan, I'm not sure, but I will go along with what you can agree on."
[Yeshil overhears bits and pieces of cultist conversation... enough to reaffirm that she has the right group, but not anything she hasn't heard or seen before. If anything, the group seems to be very tight lipped, even among themselves. They seem to be more focused on operational security than during her prior encounters with them, even at the start of the caravan trip.]
[Good rolls, Finn. In another 24 hours Misses Binklesworth will return with a report.]
The party elects to camp outside the walls. They notice that Jararaka has also elected to stay outside, along with most of her surviving guards. They don't look happy about it, but Jararaka seems comfortable in her new role ordering these soldiers and mercenaries around.
[Will the party put a plan in motion to interrogate a cultist tonight?]
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
Yeshil grins openly at Finn's suggestion of magical suggestion on one of the cultists, and eagerly offers to help.
I can probably beguile one of them to get them away from the others, she offers. She thinks about what she has observed about the cultists so far on the journey: what would be the most likely situation in which she could talk to one of them without being overheard by the others - perhaps while they are alone for a nature call; and who might be the most likely to fall to her charm - perhaps someone relatively young and impressionable. A magical disguise might also help, in case she is already recognisable to the cult.
How does a red dragon blow out the candles on its birthday cake?