Urgala nods. "Well, keep yerself safe till ya get there an' make sure ya tell Harthos who sent ya." She says and winks at Essendrum. With that, she turns and goes.
Prior to the party leaving, and after finding out that only Bjorn has a horse, the party was directed to the stables. Under the direction of the watch, the party was provided with 2 mules and a small wagon. "Tha locals use it ta transport vegetables an' manure on occasion." one of the stable hands tells the party with a grin as he hitches up the team. It is mid-morning when the party finally heads out. It doesn't take long for everyone to realize that the last time this wagon was used it was to haul manure.
It's midday when you notice dark clouds rolling in from the west. An hour after that, the rain starts. -The first hour after it started raining the party pass two men along the side of the road and a goat. The two men appear to be arguing over the goat while the goat stands by eating grass. As the party passes the goat lifts its head and watches them. -Another hour on the road and the wagon jolts and jostles along the wet path. Thunder can be heard coming from the west and the rain starts pelting the party. A short time later the party catches sight of a couple of fox kits at play. The kits rush off into the brush as the party approaches. After another 5 hours, the rain does not seem to be letting up and the sky grows darker. As you travel, the wagon starts to sink into the wet road here and there and the mules are starting to protest. There is a flash of lightning. As you blink away its brightness you make out two buildings up ahead. You see faint torchlight on the outside of one of the buildings. As you draw closer you find yourselves standing before a building with a large sign on its front lawn. It reads "Cobblestone Inn". You make out the second building is a stable.
Settling into a familiar role as wagon driver (land vehicle proficiency), Spike guides the wagon carefully during the day. As night approaches and the inn draws near, he suggests, "We'd best give the mules a rest and pull into that stable. Does someone want to bargain for room and board while I get the wagon and mules settled?"
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Essendrum starts every morning with a ritual casting of Alarm on his grimoire, thus activating his Ward for the day.)
Essendrum casts a ritual Detect Magic under the eaves of the stable before following the others in to the inn. While he welcomes a warm bed, it doesn’t hurt to be cautious.
Spike and Kiza unharness the mules and get them inside the stable while Bjorn and Enoch enter the establishment. Spike and Kiza have to lead the mules around 3 riding horses tied to a post in the stable. Each has its head down in a troth but momentarily lifts their heads to watch the dwarf and kenku lead their mules to a small stall close by. One of the mules gets too close to one of the horses and the horse tries to kick it. The mule avoids the kick but Spike has to keep a firm grip on the mule's reins. (Spikegive me an Athletics check on this please.) Spike and Kiza are able to get the mules settled and fed with a bale of hay close by.
Essendrum pauses closes his eyes and utters arcane words while holding his fingers in a specific manner. Essendrum opens his eyes to see a faint greenish-blue aura surrounding the stable and inn. His experience leads him to believe some minor spells have been cast to transmute the stable and inn. Possibly when doing repairs and the like.
Bjorn and Enoch open the door to the inn and the heat from a warm fire washes over them. The smokey smell of burning wood and tobacco washes over you as you enter and find yourself in a 40 ft. x 40 ft. room. 5 small tables with 4 chairs each dot the common room's interior and a bar and several stools run along about 5 ft. from the east wall. Behind the bar is a portly man wearing a white shirt and black apron over it. Behind the bar, in the southeast corner of the room is an open doorway. Light from a fire can be seen coming from this room as the scent of fried bread and potatoes can be smelled. You believe this to be the kitchen. The innkeeper looks up from his work smiles and waves. "Come in, Come in," he says. "Sit anywhere you like and I'll be with you in a moment." With that, he turns and goes through the open doorway behind him. Bjorn and Enoch see that 2 of the 5 tables are occupied. 1 with a single male who is bent over eating some sort of soup and the other where 3 men speaking in hushed tones. The solitary man is dressed in a dirty, wet blue robe with a wide-brimmed hat placed on the seat beside him. He has long white hair, bushy eyebrows, and a long white beard. The three men sitting together are dressed in traveling clothes and each has a rapier and dagger sheathed at their side. Each has a trimmed beard of brown hair and their hair is short. Their facial features lead onlookers to believe they are kin.
Essendrum uses prestidigitation to dry his robes when he joins them in the common room. He’ll have Detect Magic running and will look around the whole place for auras, focusing on anything of interest. After giving a polite nod of greeting and a word in Draconic to the kindred spirit sitting alone, Essendrum will join Enoch and Bjorn, hopefully to find a mug and bowl of hot soup waiting for him.
Bjorn sees little more than what he sees when he first came in, though noises of clanging pots can be heard from what he believes is the kitchen area.
Spike maintains his hold on the mule and is able to get it into the stall while avoiding any clashes with the horses. After finishing up he and Kiza are free and may go into the Inn if they wish.
Essendrum enters the Inn's common room to find the described scene. He makes a few noises that sound like grunts and clicks as he passes the old man and joins Bjorn and Enoch. Essendrum sees the faint energies of magic all around him. On the tables and chairs, mostly slight transmutations. On the old man's walking stick and a ring he is wearing. The three men at the other seat 1 a sword, another ring, and the last a cloak, respectively.
Enoch looks around but doesn't notice much more than the scene described as he entered the Inn common room.
After a moment, the portly Innkeeper comes out of the kitchen area and makes his way toward the table the party has set themselves at, after dropping off a plate of bread to the table where the 3 men are sitting. The innkeeper glances at the party, smiles, and nods. "You off to a war there lad?" he asks Enoch in passing, raising an eyebrow as he side-eyes Enoch's armor. "The name's Jorge," the man continues. "I run this here establishment and I am glad to serve you. We have a fine split pea soup and fried bread. Plenty of ale and a couple of pints of mead still. As for rooms, well these fine gentlemen seated around you have taken them up for the night but, you can find a space in the common room for 6 coppers or stay in the stable for 3. Me and the wife close up and head off to bed in about an hour so you best order now and get that out of the way so you don't go hungry or thirsty for the night." Jorge pauses and smiles for a moment. "So what will it be gentlemen?" he asks.
"Ale, soup, and bread," replied Enoch jovially, "and I agree with you,"he added with a smile as he rapped on his breastplate. "Best to prepare ahead of time, yes?"
A hot meal and someplace dry to sleep sound good. Essendrum prefers the common room, as the banked coals of the hearth will give some warmth. Wherever the party chooses to stay, he’ll cast an audible alarm spell when they settle in on the area they sleep in triggered by anyone but them entering their area. He’ll also cast a second alarm spell, either in the stable if they don’t stay there or on the most likely exit from the inn, should the three men chose to go walking in the night…that one with a mental trigger. Essendrum telepathically directs the raven to find a perch near the window of the private room and listen for a bit when they settle in to see if the three plot any skulduggery. He’ll engage the lone man in conversation at the appropriate time, relaying that there was an attack in Triboar but saying nothing of the stone or their mission.
Now that the mules and wagon is settled, Kiza does her best to shake off all the water though most of her feathers are relatively dry as the rain beads onto her feathers and drips off. She joins her other companions and once they tell her of the options she will say "Yes I will stay in the common room as at least its warmer and yes I will take the bread and soup"
The sight of a Dwarven berserker in spiked battle armor not being the most conducive to tavern camaraderie, Spike changes out of his armor and stows it securely in the wagon before coming in.
”Strong ale, Dwarven if ye have it. Meat and bread as well,” he requests.
When the time comes, he plans to sleep out in the stables with the wagon and mules.
If the rest of the party prefers the common room, Essendrum will try to convince Flint that he should join them, arguing that his warding spell will warn them if giants have the temerity to try to squeeze into the stable and that, in any event, dwarves are harder to replace than manure wagons, at least in this stretch of farm land.
Although he prefers to stay with the wagon and protect both the animals and his hidden magic armor instead of leaving it to arcane magic protection in a common room, Flint might be convinced…If Essendrum makes a DC 10 Persuasion check, Flint will sleep inside with the rest of them, though he may bring his armor in and stow it under the bed…
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Essendrum firmly agrees with the idea of keeping the armor close. After all, while it might be scary to be wearing it in the common room, it isn’t made of skulls or with demon sigils or some such.
Urgala nods. "Well, keep yerself safe till ya get there an' make sure ya tell Harthos who sent ya." She says and winks at Essendrum. With that, she turns and goes.
Prior to the party leaving, and after finding out that only Bjorn has a horse, the party was directed to the stables. Under the direction of the watch, the party was provided with 2 mules and a small wagon.
"Tha locals use it ta transport vegetables an' manure on occasion." one of the stable hands tells the party with a grin as he hitches up the team.
It is mid-morning when the party finally heads out. It doesn't take long for everyone to realize that the last time this wagon was used it was to haul manure.
It's midday when you notice dark clouds rolling in from the west. An hour after that, the rain starts.
-The first hour after it started raining the party pass two men along the side of the road and a goat. The two men appear to be arguing over the goat while the goat stands by eating grass. As the party passes the goat lifts its head and watches them.
-Another hour on the road and the wagon jolts and jostles along the wet path. Thunder can be heard coming from the west and the rain starts pelting the party. A short time later the party catches sight of a couple of fox kits at play. The kits rush off into the brush as the party approaches.
After another 5 hours, the rain does not seem to be letting up and the sky grows darker. As you travel, the wagon starts to sink into the wet road here and there and the mules are starting to protest.
There is a flash of lightning. As you blink away its brightness you make out two buildings up ahead. You see faint torchlight on the outside of one of the buildings. As you draw closer you find yourselves standing before a building with a large sign on its front lawn. It reads "Cobblestone Inn". You make out the second building is a stable.
Do you stop or continue?
Spike:
Settling into a familiar role as wagon driver (land vehicle proficiency), Spike guides the wagon carefully during the day. As night approaches and the inn draws near, he suggests, "We'd best give the mules a rest and pull into that stable. Does someone want to bargain for room and board while I get the wagon and mules settled?"
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bjorn pipes up, "I'll see if the inn keeper is about and start the negotiations."
He then heads over to the inn.
Cats go Moo!
"Good idea, Spike; I don't like the look of this storm." Eager to be out of the rain, Enoch followed after Bjorn to investigate the inn.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
"Yeah it would be nice to get out of this rain. I'll help with the mules and wagon. They have earn some rest and food" says Kiza.
(Essendrum starts every morning with a ritual casting of Alarm on his grimoire, thus activating his Ward for the day.)
Essendrum casts a ritual Detect Magic under the eaves of the stable before following the others in to the inn. While he welcomes a warm bed, it doesn’t hurt to be cautious.
Spike and Kiza unharness the mules and get them inside the stable while Bjorn and Enoch enter the establishment.
Spike and Kiza have to lead the mules around 3 riding horses tied to a post in the stable. Each has its head down in a troth but momentarily lifts their heads to watch the dwarf and kenku lead their mules to a small stall close by. One of the mules gets too close to one of the horses and the horse tries to kick it. The mule avoids the kick but Spike has to keep a firm grip on the mule's reins. (Spike give me an Athletics check on this please.)
Spike and Kiza are able to get the mules settled and fed with a bale of hay close by.
Essendrum pauses closes his eyes and utters arcane words while holding his fingers in a specific manner. Essendrum opens his eyes to see a faint greenish-blue aura surrounding the stable and inn. His experience leads him to believe some minor spells have been cast to transmute the stable and inn. Possibly when doing repairs and the like.
Bjorn and Enoch open the door to the inn and the heat from a warm fire washes over them. The smokey smell of burning wood and tobacco washes over you as you enter and find yourself in a 40 ft. x 40 ft. room. 5 small tables with 4 chairs each dot the common room's interior and a bar and several stools run along about 5 ft. from the east wall. Behind the bar is a portly man wearing a white shirt and black apron over it.
Behind the bar, in the southeast corner of the room is an open doorway. Light from a fire can be seen coming from this room as the scent of fried bread and potatoes can be smelled. You believe this to be the kitchen.
The innkeeper looks up from his work smiles and waves. "Come in, Come in," he says. "Sit anywhere you like and I'll be with you in a moment."
With that, he turns and goes through the open doorway behind him.
Bjorn and Enoch see that 2 of the 5 tables are occupied.
1 with a single male who is bent over eating some sort of soup and the other where 3 men speaking in hushed tones.
The solitary man is dressed in a dirty, wet blue robe with a wide-brimmed hat placed on the seat beside him. He has long white hair, bushy eyebrows, and a long white beard.
The three men sitting together are dressed in traveling clothes and each has a rapier and dagger sheathed at their side. Each has a trimmed beard of brown hair and their hair is short. Their facial features lead onlookers to believe they are kin.
Bjorn and Enoch give me a Perception roll, please.
Bjorn's Perception (+6): 26
Cats go Moo!
Essendrum uses prestidigitation to dry his robes when he joins them in the common room. He’ll have Detect Magic running and will look around the whole place for auras, focusing on anything of interest. After giving a polite nod of greeting and a word in Draconic to the kindred spirit sitting alone, Essendrum will join Enoch and Bjorn, hopefully to find a mug and bowl of hot soup waiting for him.
Spike Athletics: 11
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(( Enoch's Perception Check: 15 ))
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Bjorn sees little more than what he sees when he first came in, though noises of clanging pots can be heard from what he believes is the kitchen area.
Spike maintains his hold on the mule and is able to get it into the stall while avoiding any clashes with the horses.
After finishing up he and Kiza are free and may go into the Inn if they wish.
Essendrum enters the Inn's common room to find the described scene. He makes a few noises that sound like grunts and clicks as he passes the old man and joins Bjorn and Enoch. Essendrum sees the faint energies of magic all around him. On the tables and chairs, mostly slight transmutations. On the old man's walking stick and a ring he is wearing. The three men at the other seat 1 a sword, another ring, and the last a cloak, respectively.
Enoch looks around but doesn't notice much more than the scene described as he entered the Inn common room.
After a moment, the portly Innkeeper comes out of the kitchen area and makes his way toward the table the party has set themselves at, after dropping off a plate of bread to the table where the 3 men are sitting.
The innkeeper glances at the party, smiles, and nods.
"You off to a war there lad?" he asks Enoch in passing, raising an eyebrow as he side-eyes Enoch's armor.
"The name's Jorge," the man continues. "I run this here establishment and I am glad to serve you. We have a fine split pea soup and fried bread. Plenty of ale and a couple of pints of mead still. As for rooms, well these fine gentlemen seated around you have taken them up for the night but, you can find a space in the common room for 6 coppers or stay in the stable for 3. Me and the wife close up and head off to bed in about an hour so you best order now and get that out of the way so you don't go hungry or thirsty for the night."
Jorge pauses and smiles for a moment. "So what will it be gentlemen?" he asks.
"Ale, soup, and bread," replied Enoch jovially, "and I agree with you," he added with a smile as he rapped on his breastplate. "Best to prepare ahead of time, yes?"
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
A hot meal and someplace dry to sleep sound good. Essendrum prefers the common room, as the banked coals of the hearth will give some warmth. Wherever the party chooses to stay, he’ll cast an audible alarm spell when they settle in on the area they sleep in triggered by anyone but them entering their area. He’ll also cast a second alarm spell, either in the stable if they don’t stay there or on the most likely exit from the inn, should the three men chose to go walking in the night…that one with a mental trigger. Essendrum telepathically directs the raven to find a perch near the window of the private room and listen for a bit when they settle in to see if the three plot any skulduggery. He’ll engage the lone man in conversation at the appropriate time, relaying that there was an attack in Triboar but saying nothing of the stone or their mission.
Now that the mules and wagon is settled, Kiza does her best to shake off all the water though most of her feathers are relatively dry as the rain beads onto her feathers and drips off. She joins her other companions and once they tell her of the options she will say "Yes I will stay in the common room as at least its warmer and yes I will take the bread and soup"
Flint::
The sight of a Dwarven berserker in spiked battle armor not being the most conducive to tavern camaraderie, Spike changes out of his armor and stows it securely in the wagon before coming in.
”Strong ale, Dwarven if ye have it. Meat and bread as well,” he requests.
When the time comes, he plans to sleep out in the stables with the wagon and mules.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
If the rest of the party prefers the common room, Essendrum will try to convince Flint that he should join them, arguing that his warding spell will warn them if giants have the temerity to try to squeeze into the stable and that, in any event, dwarves are harder to replace than manure wagons, at least in this stretch of farm land.
Flint:
Although he prefers to stay with the wagon and protect both the animals and his hidden magic armor instead of leaving it to arcane magic protection in a common room, Flint might be convinced…If Essendrum makes a DC 10 Persuasion check, Flint will sleep inside with the rest of them, though he may bring his armor in and stow it under the bed…
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Essendrum firmly agrees with the idea of keeping the armor close. After all, while it might be scary to be wearing it in the common room, it isn’t made of skulls or with demon sigils or some such.
Bjorn pipes up, "Split pea soup and a bit of ale would be a perfect end to this day of travel! "
Cats go Moo!