Piotr and Dervish will add their new items to their inventory. They will then go to the caravan master to get an update on their progress to their next destination.
That night a Tiefling riding a fell horse dismounts near the wagon you are riding, "I'd like to speak to the owner to see if I can hire on here."
The owner out eating for the evening meal around the campfire replies, "Let's go chat shall we." In Private the owner grills the Tiefling for a bit then comes out.
"Look folks. We lost one today. It is a good omen that we have found a soul offering to help out. They are part of the team. Enjoy the evening. We move out in the morning. Three days to get to the Carnath Roadhouse. Get some rest all of ya."
"Hail. I am Korvin a paladin of Helm with my trusty steed."
You see a white-haired 6'2" white skin horned Tiefling. A fine Glaive, nice backpack finely stitched. Bow and quiver of arrows. Likely a gem pouch. Adamantine plate with the holy symbol of Helm etched in the center. A sigil of the Order of the Gauntlets also etched in the top left side of the armor as worn.
The group realize they are in good company even if they might be suspicious of the new arrival.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Jeybar nods to the stranger, "My name is Jeybar. Working for our boss ey. I'm just going to put this out there. We don't know you from anyone. Your looks are less normal than others. That fell beast best be under your control. We get into a scrape, and we see how you fight with us. If we can team up with our styles all the better. I'm not making things rough just keeping it real."
Korvin smiles at Jeybar and he doesn't seem to mind the conversation directed at him, "If you are familiar with my deity then you will know where I stand. Stay by within 10ft of me if you can and you will feel his blessings. Choose your own way as well. I'm here to help. You may also recognize the organization I represent. If not, no matter. I believe we are all working on the same thing. These cultists and what's going on with their stolen loot. We can help each other."
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dervish and Piotr nod in approval of the conversation. There is no need to be gentle with feelings and this new fellow looks strong enough to face reality. "Great, let's work together to sort this out."
The night goes uneventful, and, in the morning, you wake to some hot coffee, water or milk from some of the livestock sharing the trip. Once you get the basic needs of the morning rituals done the wagons are formed up for the last bit of the trip. Shortly into the trip you climb a nice hill that shows the Carnath Roadhouse. You travel another 3 days before you reach the Roadhouse at midday.
The Carnath Roadhouse, a compound that served as a hostelry on the trade road between Waterdeep and Neverwinter in the days when trade flourished. It fell into disuse when trade stopped, but now that the road is being rebuilt, the roadhouse has been repaired and put to use as a supply depot and wagon park. You wagon owner fills you in on the basics of the Roadhouse. The wagon owner adds,
Jeybar moves closer to Pax and whispers, "Hey, Once we are close enough send you friend for a peek. Can you communicate with them at that distance too? I think the more we know sooner the better. Just saying. My stuff isn't invisible."
Everyone moves closer by now at least in formation and a little ahead of the other wagons. You know as a good scouting group for the wagon train.
Korvin chimes in softly, "We should be alert and watchful. I bet the Cultist funnel stuff out of here somehow. We don't want to step in some cow patties here, if you catch my meaning. Let's just be normal help for our wagon and let's have Pax and his special friend casually look things over. Pax just back out as soon as there is any friction."
The season is turning as you move further north, and the nights are getting cooler Time to use cloaks and cool climate traveling clothes.
Thoughts? and Actions:
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Pax nods. “That distance should not be a problem.”
have the imp go invisible (his normal mode) flying up at about 200’ or so to get a good view on anyone trying to move and then inspect the area that jeybar suggested. Imp can also turn into an invisible spider if it will help with getting to places.
Piotr will look for areas that are higher than others. He is always looking for good spots to for his ranged attacks. Dervish will stay about 10-15 feet behind Pax since Pax is getting closer to where any action is likely to be.
Piotr will look for areas that are higher than others. He is always looking for good spots to for his ranged attacks. Dervish will stay about 10-15 feet behind Pax since Pax is getting closer to where any action is likely to be.
After the first night the gang staying out of the way mostly but helping where they can they get a feel for the place.
The work camp is exactly what it appears to be: a supply depot for the road builders. It is also something more, however: a transit point for the cult’s contraband coming up from the south.
When wagons arrive from the south, they are brought into the compound one or two at a time for unloading, then moved back outside for parking. The compound is crowded with food, lumber, and myriad other supplies in crates and barrels. Material that can’t be left exposed to the cold, wet weather or is especially valuable is stored in the warehouse 50ftx80ft room, and anything valuable is kept in the locked strong room attached to the warehouse 30ftx50ft room north of the warehouse room. Only the camp superintendent, a burly half-orc known only as Bog Luck, has a key to that inner room.
Based on the interaction with the cultist wagon crew you can tell, Bog Luck was recruited to the Cult of the Dragon years ago. The only outward sign of this is the scabbard of his ever-present shortsword, which is decorated with a dragon resembling the designs on the scabbards characters saw in the dragon hatchery. (You some a few there.) When cult wagons arrive, their road-building cargo is unloaded into the compound normally, but Bog Luck ensures that the contraband is stored in the strong room. Afterward, he goes into the strong room alone and paints a symbol onto each carton belonging to the cult. The imp/spider is able to catch all this on the first night and through the link with Pax is relayed to the group.
In the floor of the strong room is a camouflaged trapdoor. The Imp/spider along with Piotr, Pax and Dervish catch glimpses as they have to duck behind cover occasionally to stay out of sight from the roof Guards. The trapdoor connects to a dripping, slimy tunnel that runs 500 yards into a dense stand of trees and brush at the edge of the Mere of Dead Men. At night, when everyone in the compound is asleep except for a few rooftop guards, lizardfolk creep through the tunnel and take the marked crates to a location in the mere. They seldom perform this task over a single night unless the shipment is very small. Typically, they take one night per wagon.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dervish will suggest, “Let’s get the sneaky buggers at the entrance to the tunnel in the grove of trees. Tunnel fighting could be rough for those that don’t spend much time below ground and we don’t want to destroy too much of the supplies by fighting in the warehouse.”
Piotr will add, “Yes, but let’s first follow the kobolds to learn where they are taking the loot. We might be able to destroy a bunch of it or a bunch of them.”
OOC - not sure what kobolds you are thinking of unless its the lizardfolk(Different) using the tunnel?
The wagon drivers, escorts, and laborers who stay at the compound share the rooms. None are private rooms; all have bunks for at least four people, and the larger rooms sleep six. They contain bunks, trunks for belongings, and wooden floors covered with rushes.
None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing in cold weather so people couldn’t get into or out of their rooms. This excuse is credible; the upper room doors, in particular, often are coated with ice in the morning. In fact, Bog Luck removed the locks to strengthen his excuse for locking the strong room.
You six are put in the lvl 2 northwest corner room with the table in the corner. It has bunks to sleep 6.
Bog Luck has his room on the main level in the southwest corner room and is always locked when he's not there.
Ardred Briferhew the commander of the guards has his room on the main level in the northwest corner a little further north in a notch.
Since you are assigned to the wagon you are able to move about, but you are most certainly watch more than normal. The Cultist are already giving you the evil eye.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Since they are sharing a room, they will establish a plan for rotating who would stay awake to watch out.
Korvin chimes in, "I agree for the first night rest. I think our priority should be tracking the loot. Everything else here is a distraction. In my opinion. We need to figure a way to get into the place the cult loot is going without issues. Someone to pick the lock or deal with it in some way quietly and investigate the tunnel and where it's going. We're going to end up fighting have these folks here if we just take our sweet time nosing around here. The cultist doesn't like one of you and it looks like they're itching to start something. I saw the side eye and dirtly looks on the road. Let's be on with it. Anyone able to do some magics to get us to the storage thing?"
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
My imp can turn into a spider and travel with the crates. And stay invisible while doing it
A wise option......If you try seeing through the Imps eye you lose sight after 100ft. After The tunnel from the roadhouse emerges in a spot nearby that’s screened by trees and brush from the camp. That is the limit of the imp telepathy and vision with you.
“Cant use any of them as they require attunement. Take what you want and well take whats left over “
Piotr and Dervish will add their new items to their inventory. They will then go to the caravan master to get an update on their progress to their next destination.
Jeybar takes the Cloak of Protection and puts it on his steel defender for their AC and saves.
ooc - Spencer and Pax can pocket 4k gold each, selling them to the caravan if they want or can hold onto the items.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
That night a Tiefling riding a fell horse dismounts near the wagon you are riding, "I'd like to speak to the owner to see if I can hire on here."
The owner out eating for the evening meal around the campfire replies, "Let's go chat shall we." In Private the owner grills the Tiefling for a bit then comes out.
"Look folks. We lost one today. It is a good omen that we have found a soul offering to help out. They are part of the team. Enjoy the evening. We move out in the morning. Three days to get to the Carnath Roadhouse. Get some rest all of ya."
"Hail. I am Korvin a paladin of Helm with my trusty steed."
You see a white-haired 6'2" white skin horned Tiefling. A fine Glaive, nice backpack finely stitched. Bow and quiver of arrows. Likely a gem pouch. Adamantine plate with the holy symbol of Helm etched in the center. A sigil of the Order of the Gauntlets also etched in the top left side of the armor as worn.
The group realize they are in good company even if they might be suspicious of the new arrival.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
"Well met," say Piotr and Dervish to the newcomer. "We can always use a good sword."
Pax and spencer both say welcome
Jeybar nods to the stranger, "My name is Jeybar. Working for our boss ey. I'm just going to put this out there. We don't know you from anyone. Your looks are less normal than others. That fell beast best be under your control. We get into a scrape, and we see how you fight with us. If we can team up with our styles all the better. I'm not making things rough just keeping it real."
Korvin smiles at Jeybar and he doesn't seem to mind the conversation directed at him, "If you are familiar with my deity then you will know where I stand. Stay by within 10ft of me if you can and you will feel his blessings. Choose your own way as well. I'm here to help. You may also recognize the organization I represent. If not, no matter. I believe we are all working on the same thing. These cultists and what's going on with their stolen loot. We can help each other."
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dervish and Piotr nod in approval of the conversation. There is no need to be gentle with feelings and this new fellow looks strong enough to face reality. "Great, let's work together to sort this out."
The night goes uneventful, and, in the morning, you wake to some hot coffee, water or milk from some of the livestock sharing the trip. Once you get the basic needs of the morning rituals done the wagons are formed up for the last bit of the trip. Shortly into the trip you climb a nice hill that shows the Carnath Roadhouse. You travel another 3 days before you reach the Roadhouse at midday.
The Carnath Roadhouse, a compound that served as a hostelry on the trade road between Waterdeep and Neverwinter in the days when trade flourished. It fell into disuse when trade stopped, but now that the road is being rebuilt, the roadhouse has been repaired and put to use as a supply depot and wagon park. You wagon owner fills you in on the basics of the Roadhouse. The wagon owner adds,
Jeybar moves closer to Pax and whispers, "Hey, Once we are close enough send you friend for a peek. Can you communicate with them at that distance too? I think the more we know sooner the better. Just saying. My stuff isn't invisible."
Everyone moves closer by now at least in formation and a little ahead of the other wagons. You know as a good scouting group for the wagon train.
Korvin chimes in softly, "We should be alert and watchful. I bet the Cultist funnel stuff out of here somehow. We don't want to step in some cow patties here, if you catch my meaning. Let's just be normal help for our wagon and let's have Pax and his special friend casually look things over. Pax just back out as soon as there is any friction."
The season is turning as you move further north, and the nights are getting cooler Time to use cloaks and cool climate traveling clothes.
Thoughts? and Actions:
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Pax nods. “That distance should not be a problem.”
have the imp go invisible (his normal mode) flying up at about 200’ or so to get a good view on anyone trying to move and then inspect the area that jeybar suggested. Imp can also turn into an invisible spider if it will help with getting to places.
Piotr will look for areas that are higher than others. He is always looking for good spots to for his ranged attacks. Dervish will stay about 10-15 feet behind Pax since Pax is getting closer to where any action is likely to be.
After the first night the gang staying out of the way mostly but helping where they can they get a feel for the place.
The work camp is exactly what it appears to be: a supply depot for the road builders. It is also something more, however: a transit point for the cult’s contraband coming up from the south.
When wagons arrive from the south, they are brought into the compound one or two at a time for unloading, then moved back outside for parking. The compound is crowded with food, lumber, and myriad other supplies in crates and barrels. Material that can’t be left exposed to the cold, wet weather or is especially valuable is stored in the warehouse 50ftx80ft room, and anything valuable is kept in the locked strong room attached to the warehouse 30ftx50ft room north of the warehouse room. Only the camp superintendent, a burly half-orc known only as Bog Luck, has a key to that inner room.
Based on the interaction with the cultist wagon crew you can tell, Bog Luck was recruited to the Cult of the Dragon years ago. The only outward sign of this is the scabbard of his ever-present shortsword, which is decorated with a dragon resembling the designs on the scabbards characters saw in the dragon hatchery. (You some a few there.) When cult wagons arrive, their road-building cargo is unloaded into the compound normally, but Bog Luck ensures that the contraband is stored in the strong room. Afterward, he goes into the strong room alone and paints a symbol onto each carton belonging to the cult. The imp/spider is able to catch all this on the first night and through the link with Pax is relayed to the group.
In the floor of the strong room is a camouflaged trapdoor. The Imp/spider along with Piotr, Pax and Dervish catch glimpses as they have to duck behind cover occasionally to stay out of sight from the roof Guards. The trapdoor connects to a dripping, slimy tunnel that runs 500 yards into a dense stand of trees and brush at the edge of the Mere of Dead Men. At night, when everyone in the compound is asleep except for a few rooftop guards, lizardfolk creep through the tunnel and take the marked crates to a location in the mere. They seldom perform this task over a single night unless the shipment is very small. Typically, they take one night per wagon.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
“Relay the above info to group and ask what do we want to do…. “
Dervish will suggest, “Let’s get the sneaky buggers at the entrance to the tunnel in the grove of trees. Tunnel fighting could be rough for those that don’t spend much time below ground and we don’t want to destroy too much of the supplies by fighting in the warehouse.”
Piotr will add, “Yes, but let’s first follow the kobolds to learn where they are taking the loot. We might be able to destroy a bunch of it or a bunch of them.”
OOC - not sure what kobolds you are thinking of unless its the lizardfolk(Different) using the tunnel?
The wagon drivers, escorts, and laborers who stay at the compound share the rooms. None are private rooms; all have bunks for at least four people, and the larger rooms sleep six. They contain bunks, trunks for belongings, and wooden floors covered with rushes.
None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing in cold weather so people couldn’t get into or out of their rooms. This excuse is credible; the upper room doors, in particular, often are coated with ice in the morning. In fact, Bog Luck removed the locks to strengthen his excuse for locking the strong room.
You six are put in the lvl 2 northwest corner room with the table in the corner. It has bunks to sleep 6.
Bog Luck has his room on the main level in the southwest corner room and is always locked when he's not there.
Ardred Briferhew the commander of the guards has his room on the main level in the northwest corner a little further north in a notch.
Since you are assigned to the wagon you are able to move about, but you are most certainly watch more than normal. The Cultist are already giving you the evil eye.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Since they are sharing a room, they will establish a plan for rotating who would stay awake to watch out.
Korvin chimes in, "I agree for the first night rest. I think our priority should be tracking the loot. Everything else here is a distraction. In my opinion. We need to figure a way to get into the place the cult loot is going without issues. Someone to pick the lock or deal with it in some way quietly and investigate the tunnel and where it's going. We're going to end up fighting have these folks here if we just take our sweet time nosing around here. The cultist doesn't like one of you and it looks like they're itching to start something. I saw the side eye and dirtly looks on the road. Let's be on with it. Anyone able to do some magics to get us to the storage thing?"
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
PM sent...
Any thoughts on a plan to get to the tunnel unseen/heard? Jeybar looks his spells over and what he's good at with his skills as does Korvin.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
My imp can turn into a spider and travel with the crates. And stay invisible while doing it
A wise option......If you try seeing through the Imps eye you lose sight after 100ft. After The tunnel from the roadhouse emerges in a spot nearby that’s screened by trees and brush from the camp. That is the limit of the imp telepathy and vision with you.
Actions:
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;