No longer apparently caring what happens to Karl, satisfied that he's just out of the equation for now, Feydon gets back on Mousey and waits for the group to decide on what to do with the loot, and to see if they give chase to Karl, but otherwise looks totally disinterested in what happens.
(OOC: if three others of you command him to, Feydon will give chase, though it'll likely end in Karl's death. Otherwise, you'll either need to have four people state that he should chase them without killing him - OR - chase after him yourselves. Consider it 'paused' until someone decides to chase, or until 3 more people command Feydon to get him - or 4 command him to get him without killing him).
(OOC: I should note that you're able to tell by the nature of the offroad terrain, that either the Mounted Combat feat, or an Animal Handling check DC 11 will need to be made to successfully chase him on horseback. Feydon will automatically pass because he has the Mounted Combatant feat. Failing an Animal Handling check will have any of several results, including but not limited to
the horse simply refusing to go off the road because it senses your discomfort with it: ~40%
falling off your horse and taking 1d6: ~35%,
falling off and taking 2d6 damage: ~20%,
the horse breaking a leg: ~ 4%
falling off and taking 6d6 damage (landing on your head for example, Christopher Reeves-style): 1%
If your walking speed is greater than 30, you can catch him on foot without a roll. Hnefa's is 35, but it's unclear if she'd be able to capture him alive, given her strength. Even if she tries to, she may kill him without meaning to. She watches him depart, and seems to think his attempt is an adequate trial for the Skywatchers to see if he is able to escape the group or not, so unless at least 3 of you tell her to, she's not inclined to chase either).
(OOC also you can make the roll with advantage because of your military saddles - but not with the bless condition, that's for saves and attacks only. Guidance would work)
Bree has to wait for a moment, but if she steps away from the road a bit to the North she can see where he'll emerge. With distance added, its in range of her spell - the missiles strike him in close succession, and he collapses onto the ground, expired.
Feydon snorts, about the closest thing to a laugh he's capable of. "Good riddance," he says approvingly. "Now, shall we continue?" he asks, impatiently. Then he looks over the loot and remembers your other 'moral dilemma'. He sighs, looking dejected once more, and waits for the group to come to an accord.
Dawn will help pack everything into their cart. Quickly realizing that she doesn't have the strength for that, she switches to mending the damaged armors as much as she can, so they'll be of more use to whoever gets them.
Dawn will help pack everything into their cart. Quickly realizing that she doesn't have the strength for that, she switches to mending the damaged armors as much as she can, so they'll be of more use to whoever gets them.
It's a first level spell, correct? If you want to list which armors you cast it on, and how many times, feel free. From the look of it, the maximum benefit to the Half-Plate would be if you cast it three times. It would still only provide 14 AC, but it will make the final repairs easily 50-75% easier, maybe more even. The problem is that a lot of the damage has come from quarrels. Each of the suits listed as damaged look like they were shot to hell from all sides - and probably were - by a successful lure into their trap.
Eltra finishes up with the journal and cross referencing the items not stolen to the items stolen
"Here is what is not stolen according to the journal: The scimitars The light crossbows The quarrels The Leather armors The dagger The orb The rations The water skins The bedrolls
Lastly about 90 gold 195 silver are not accounted for....So with that said I suggest we split the gold and silver 6 ways unless someone doesn't want their share?"
Dawn will help pack everything into their cart. Quickly realizing that she doesn't have the strength for that, she switches to mending the damaged armors as much as she can, so they'll be of more use to whoever gets them.
It's a first level spell, correct? If you want to list which armors you cast it on, and how many times, feel free. From the look of it, the maximum benefit to the Half-Plate would be if you cast it three times. It would still only provide 14 AC, but it will make the final repairs easily 50-75% easier, maybe more even. The problem is that a lot of the damage has come from quarrels. Each of the suits listed as damaged look like they were shot to hell from all sides - and probably were - by a successful lure into their trap.
(OOC: Having rested on it, and thought about it a bit more, I've decided the following would be the case:)
From your knowledge of armors, this is what you surmised: the max benefit to the scale mail would be 6 mending's, because unlike the plates, there are so many independent pieces (scales) that are torn. That said, the value of scale mail being what it is - 50 gold - the repairs are only likely to be in the 24-42 range. In relative terms, each casting will save between 4 and 7 gold. Chainmail suits, being composed of lots of interlinking chains that each have their own tears to mend, would take casting Mending 12 times on each suit before you get to the same maximum reduction in price for fixing. But the value is only 75 gold for a fresh suit, and the repairs will likely be more like in the 36-60 range, making each casting save you between 3-5 gold. The wide variation in your estimates is because smithy prices you've seen range about that widely. Your estimated repair cost to the half-plate being up to 300 gold is because that's the most you've seen such repairs cost from your experience, and if that's the cost of repair, then each mending will reduce it by 75 gold, for a maximum of 225 gold pieces reduction to cost. You have no experience with prices for such services outside Waterdeep, but either way it's clear that the savings involved really only make sense when applied to armor like half-plate (or Plate Armor, perhaps Spint mail).
Of course, given you're on an important mission for the Baron's liege, and you have a message with the seal of House Daggerford on it to prove it, you may be able to leverage that into not only being granted the armor, but also, its repairs for free, or at least a large discount. This part is wild conjecture on your end but given how much stuff they gave you in Daggerford, it stands to reason they aren't opposed to giving you what material aid they can afford to.
Regarding the other armor: though there is little sense to mend them, you can still bring them with you. Each of your horses can hold 540 pounds of material, not including yourselves. Suits of armor amongst commoners especially would be of extreme value to their family - they'd be worth more money than they'd see in several years and would often be passed down as family heirlooms that would be symbols of status. This would be something you'd all know intuitively. It'd be rare even for blacksmiths that make suits of chainmail to actually own their own full suit of chainmail. Unless they were retired adventurers, or mercenaries, or had been in the retinue of some baron or higher ranking noble (like Reyna). If there's no way for them to find their way back to their 'rightful' owner, at the very least you'd all know that they'd be worth something to any noble with a retinue of professional soldiers, like Nayeli Goldflower, as they'd represent more suits of armor they could give to people they either 'hire' or press into service depending on the need.
Eltra divvies up the money between everyone that was not recorded in the journal 15 gp and 35 silver for each person who wants the coins.
"We should leave the crappy armors and the cart....no sense lugging everything....If you are so hellbent on returning things to those who are missing them then let your horse carry them. They can haul plenty of things....I have the bag of gems along with the remaining gold and coins which we will return to the authorities along with the heads of the dead as proof of our deed....and may as well take the rations and jars of food...no sense letting food spoil out here. Agreed? Good, then let's head out"
Eltra turns Old Timer around to head off to their next stop....
Having taken any further decisions regarding the cart and the mule away from you - probably for the best considering how much the cart would slow you down - 1/3 your current speed; or even the mule without the cart would slow you down to 2/3 your current speed - and their combined value is 23 gold pieces - you quickly load and distribute the items that were on the cart across your horses and continue after Eltra before he gets himself in trouble.
Relieved to be on the move again, Feydon surprisingly assists with this, and before he gets back onto Mousey, he walks up to the mule, who, like your horses, has been eating their fill of feed during the down time, and he gives it a solid slap on its behind, sending him off and running sans cart towards the Trade Way, where he'll almost certainly be discovered by a traveling merchant or some other group that will have use for a mule. Given that your combined 7 warhorses without any kind of cart or wagon, just saddlebags alone, can carry nearly double what that mule and cart could haul, it's no trouble to the horses to bear the extra load whatsoever. After a couple of minutes, you're loaded up, and trotting towards Eltra, who'd been keeping a leisurely pace until you come up beside him.
Reunited again, you all pick up the pace a bit to make up for lost time, relieved to have that encounter behind you. Opening a few rations, you nibble on some hard tack, nuts, and jerky, as you ride, to help make up for lost time as well. It's quite the contrast to the breakfast you'd been treated to, and the dinner before that, but with a little luck, Crom's Hold won't be barren of something resembling food.
You pass by no other travelers or landmarks of interest; by late afternoon, the road curves eastward, and Crom’s Hold comes into view. The fortress is a squat, sturdy structure of gray stone perched on a hill overlooking the marshlands to the west. Its walls are weathered but well-maintained, and banners bearing the sigil of House Daggerford flutter in the breeze.
As you approach, you notice the marshlands spreading out in the distance beyond the hold, a vast expanse of reeds, waterlogged ground, and thick mist. The air grows heavier with the scent of damp earth and brackish water. Feydon visibly pales at the sight, his knuckles white as he grips the reins of his horse. Clearly, the last time he was in those marshes was not a fond memory.
The group of six adventurers and one notorious pirate rides up the worn path to Crom's Hold, your horses finally getting weary but still steady after the long day’s journey from Daggerford. The sun dips low on the horizon, casting the sturdy stone walls of the hold in hues of orange and gold. The banner of Crom’s Hold, a golden hawk clutching an olive branch, flutters in the evening breeze, but the sight of it offers little comfort to the group. They can already see the sharp glint of spear tips on the parapets above.
The gate creaks open as they approach, revealing a squad of grim-faced guards. Their captain, a burly man with a scar tracing down his cheek, steps forward, his hand resting on the hilt of his longsword. His eyes narrow the moment they fall on Feydon the Cold, who rides at the rear of the group, his head bowed once again, and demeanor subdued.
“Hold!” the captain barks, his voice echoing across the courtyard. “You there—hands away from your weapons!”
The guards fan out, their spears leveled in a clear message of distrust. One of them mutters something under his breath, and another spits on the ground. The tension is palpable.
Feydon lifts his hands slowly, his movements deliberate, as if trying not to spook the guards. “I’m under a geas,” he says, his voice calm but tinged with bitterness. “I’m not here to cause trouble.”
The captain snorts. “Geas or no, you’re a pirate and a murderer. You don’t set foot in Crom’s Hold without Lady Nayeli’s leave.” He turns his attention to the group. “And you lot—explain yourselves. Quickly.”
You took everything of value except the cart and the mule.
(OOC: Cause - why not? It won't slow you down. Only the cart and mule would have. And given that the place you'd turn it into is your destination, I just assumed that either way - whether or not you intend to keep the stuff or hand it to the authorities, you'd have to take it with you either way. You took the heads of ALL the bandits, sorry - read that wrong. Well, it won't hurt to have to corroborate your story to have each bandit's head, having just a handful, or a headful of them anyway, is probably fine =P. There's a point where it stops being evidence and starts to look a little psychopathic - I'm not sure 13 is quite there yet, but say there were 72 bandits... taking all 72 heads would make you look less like heroes, and more like... well... Todd, really).
Gus - "Whimper and I can carry a little more if needed, I've moved a bulk of her load to my bag to lighten her somewhat. And it puts items that I'll need quickly right at my finger tips."
As we make our way Gus tinkers with the lute trying to recall what little he can remember about playing. Performance roll 8
Having taken any further decisions regarding the cart and the mule away from you - probably for the best considering how much the cart would slow you down - 1/3 your current speed; or even the mule without the cart would slow you down to 2/3 your current speed - and their combined value is 23 gold pieces - you quickly load and distribute the items that were on the cart across your horses and continue after Eltra before he gets himself in trouble.
Relieved to be on the move again, Feydon surprisingly assists with this, and before he gets back onto Mousey, he walks up to the mule, who, like your horses, has been eating their fill of feed during the down time, and he gives it a solid slap on its behind, sending him off and running sans cart towards the Trade Way, where he'll almost certainly be discovered by a traveling merchant or some other group that will have use for a mule. Given that your combined 7 warhorses without any kind of cart or wagon, just saddlebags alone, can carry nearly double what that mule and cart could haul, it's no trouble to the horses to bear the extra load whatsoever. After a couple of minutes, you're loaded up, and trotting towards Eltra, who'd been keeping a leisurely pace until you come up beside him.
Reunited again, you all pick up the pace a bit to make up for lost time, relieved to have that encounter behind you. Opening a few rations, you nibble on some hard tack, nuts, and jerky, as you ride, to help make up for lost time as well. It's quite the contrast to the breakfast you'd been treated to, and the dinner before that, but with a little luck, Crom's Hold won't be barren of something resembling food.
You pass by no other travelers or landmarks of interest; by late afternoon, the road curves eastward, and Crom’s Hold comes into view. The fortress is a squat, sturdy structure of gray stone perched on a hill overlooking the marshlands to the west. Its walls are weathered but well-maintained, and banners bearing the sigil of House Daggerford flutter in the breeze.
As you approach, you notice the marshlands spreading out in the distance beyond the hold, a vast expanse of reeds, waterlogged ground, and thick mist. The air grows heavier with the scent of damp earth and brackish water. Feydon visibly pales at the sight, his knuckles white as he grips the reins of his horse. Clearly, the last time he was in those marshes was not a fond memory.
The group of six adventurers and one notorious pirate rides up the worn path to Crom's Hold, your horses finally getting weary but still steady after the long day’s journey from Daggerford. The sun dips low on the horizon, casting the sturdy stone walls of the hold in hues of orange and gold. The banner of Crom’s Hold, a golden hawk clutching an olive branch, flutters in the evening breeze, but the sight of it offers little comfort to the group. They can already see the sharp glint of spear tips on the parapets above.
The gate creaks open as they approach, revealing a squad of grim-faced guards. Their captain, a burly man with a scar tracing down his cheek, steps forward, his hand resting on the hilt of his longsword. His eyes narrow the moment they fall on Feydon the Cold, who rides at the rear of the group, his head bowed once again, and demeanor subdued.
“Hold!” the captain barks, his voice echoing across the courtyard. “You there—hands away from your weapons!”
The guards fan out, their spears leveled in a clear message of distrust. One of them mutters something under his breath, and another spits on the ground. The tension is palpable.
Feydon lifts his hands slowly, his movements deliberate, as if trying not to spook the guards. “I’m under a geas,” he says, his voice calm but tinged with bitterness. “I’m not here to cause trouble.”
The captain snorts. “Geas or no, you’re a pirate and a murderer. You don’t set foot in Crom’s Hold without Lady Nayeli’s leave.” He turns his attention to the group. “And you lot—explain yourselves. Quickly.”
Bree moves forward hands up so as to not spook the guards.
"We're here to deliver a message from Duchess Daggerford, as well to preform a quest for her. Unfortunately we need the pirate for that."
Gus - "Whimper and I can carry a little more if needed, I've moved a bulk of her load to my bag to lighten her somewhat. And it puts items that I'll need quickly right at my finger tips."
As we make our way Gus tinkers with the lute trying to recall what little he can remember about playing. Performance roll 8
Given that Gus (your character) doesn't appear to have experience with a lute, he doesn't sound great - but you've got to start somewhere. (OOC: for roles like Performance, it's better if there's like a specific goal in mind - if you're just testing to see if you can play the Lute, I can really only go with whether or not you chose it as a skill, but it doesn't look like it. I'll tell you what though - like with books, tell me whenever you want to practice, and if you put in enough time with it, I'll give you a homebrew item that adds the skill for it - just keep in mind that it'll take quite a while. Bigger cities have people you can pay to teach you lessons, and that would speed it up, but you'll have to dedicate some time every day, or every few days or something like that for awhile, and pay for the lessons - not a lot of money, granted).
Feydon looks visibly annoyed. He trots to the other end of the group the moment he sees you produce the instrument.
Geren tries to smooth things over with the guards, holding up his (empty) hands in a placating gesture.
"We just solved your bandit problem and recovered most of what they stole. I'd assume you'd want alert whoever would oversee those items being returned to their rightful owners? As for the pirate, he's our prisoner and we've got him under our control."
Hopefully the guards will care more about the bandits getting taken out and their loot being given back.
Persuasion: 20
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No longer apparently caring what happens to Karl, satisfied that he's just out of the equation for now, Feydon gets back on Mousey and waits for the group to decide on what to do with the loot, and to see if they give chase to Karl, but otherwise looks totally disinterested in what happens.
(OOC: if three others of you command him to, Feydon will give chase, though it'll likely end in Karl's death. Otherwise, you'll either need to have four people state that he should chase them without killing him - OR - chase after him yourselves. Consider it 'paused' until someone decides to chase, or until 3 more people command Feydon to get him - or 4 command him to get him without killing him).
(OOC) someone should chase him down, killing him is fine. He was given the chance to surrender, if he runs it's on him.
(OOC: I should note that you're able to tell by the nature of the offroad terrain, that either the Mounted Combat feat, or an Animal Handling check DC 11 will need to be made to successfully chase him on horseback. Feydon will automatically pass because he has the Mounted Combatant feat. Failing an Animal Handling check will have any of several results, including but not limited to
If your walking speed is greater than 30, you can catch him on foot without a roll. Hnefa's is 35, but it's unclear if she'd be able to capture him alive, given her strength. Even if she tries to, she may kill him without meaning to. She watches him depart, and seems to think his attempt is an adequate trial for the Skywatchers to see if he is able to escape the group or not, so unless at least 3 of you tell her to, she's not inclined to chase either).
(OOC also you can make the roll with advantage because of your military saddles - but not with the bless condition, that's for saves and attacks only. Guidance would work)
(you know what, if he's in sight of Bree.)
"Idiot. You might have lived, but now you die"
Bree casts Magic Missile using distance spell if she has to
4+4+4
Bree has to wait for a moment, but if she steps away from the road a bit to the North she can see where he'll emerge. With distance added, its in range of her spell - the missiles strike him in close succession, and he collapses onto the ground, expired.
Feydon snorts, about the closest thing to a laugh he's capable of. "Good riddance," he says approvingly. "Now, shall we continue?" he asks, impatiently. Then he looks over the loot and remembers your other 'moral dilemma'. He sighs, looking dejected once more, and waits for the group to come to an accord.
Dawn will help pack everything into their cart. Quickly realizing that she doesn't have the strength for that, she switches to mending the damaged armors as much as she can, so they'll be of more use to whoever gets them.
It's a first level spell, correct? If you want to list which armors you cast it on, and how many times, feel free. From the look of it, the maximum benefit to the Half-Plate would be if you cast it three times. It would still only provide 14 AC, but it will make the final repairs easily 50-75% easier, maybe more even. The problem is that a lot of the damage has come from quarrels. Each of the suits listed as damaged look like they were shot to hell from all sides - and probably were - by a successful lure into their trap.
Eltra finishes up with the journal and cross referencing the items not stolen to the items stolen
"Here is what is not stolen according to the journal:
The scimitars
The light crossbows
The quarrels
The Leather armors
The dagger
The orb
The rations
The water skins
The bedrolls
Lastly about 90 gold 195 silver are not accounted for....So with that said I suggest we split the gold and silver 6 ways unless someone doesn't want their share?"
(OOC:
(OOC: Having rested on it, and thought about it a bit more, I've decided the following would be the case:)
From your knowledge of armors, this is what you surmised: the max benefit to the scale mail would be 6 mending's, because unlike the plates, there are so many independent pieces (scales) that are torn. That said, the value of scale mail being what it is - 50 gold - the repairs are only likely to be in the 24-42 range. In relative terms, each casting will save between 4 and 7 gold. Chainmail suits, being composed of lots of interlinking chains that each have their own tears to mend, would take casting Mending 12 times on each suit before you get to the same maximum reduction in price for fixing. But the value is only 75 gold for a fresh suit, and the repairs will likely be more like in the 36-60 range, making each casting save you between 3-5 gold. The wide variation in your estimates is because smithy prices you've seen range about that widely. Your estimated repair cost to the half-plate being up to 300 gold is because that's the most you've seen such repairs cost from your experience, and if that's the cost of repair, then each mending will reduce it by 75 gold, for a maximum of 225 gold pieces reduction to cost. You have no experience with prices for such services outside Waterdeep, but either way it's clear that the savings involved really only make sense when applied to armor like half-plate (or Plate Armor, perhaps Spint mail).
Of course, given you're on an important mission for the Baron's liege, and you have a message with the seal of House Daggerford on it to prove it, you may be able to leverage that into not only being granted the armor, but also, its repairs for free, or at least a large discount. This part is wild conjecture on your end but given how much stuff they gave you in Daggerford, it stands to reason they aren't opposed to giving you what material aid they can afford to.
Regarding the other armor: though there is little sense to mend them, you can still bring them with you. Each of your horses can hold 540 pounds of material, not including yourselves. Suits of armor amongst commoners especially would be of extreme value to their family - they'd be worth more money than they'd see in several years and would often be passed down as family heirlooms that would be symbols of status. This would be something you'd all know intuitively. It'd be rare even for blacksmiths that make suits of chainmail to actually own their own full suit of chainmail. Unless they were retired adventurers, or mercenaries, or had been in the retinue of some baron or higher ranking noble (like Reyna). If there's no way for them to find their way back to their 'rightful' owner, at the very least you'd all know that they'd be worth something to any noble with a retinue of professional soldiers, like Nayeli Goldflower, as they'd represent more suits of armor they could give to people they either 'hire' or press into service depending on the need.
Eltra divvies up the money between everyone that was not recorded in the journal 15 gp and 35 silver for each person who wants the coins.
"We should leave the crappy armors and the cart....no sense lugging everything....If you are so hellbent on returning things to those who are missing them then let your horse carry them. They can haul plenty of things....I have the bag of gems along with the remaining gold and coins which we will return to the authorities along with the heads of the dead as proof of our deed....and may as well take the rations and jars of food...no sense letting food spoil out here. Agreed? Good, then let's head out"
Eltra turns Old Timer around to head off to their next stop....
Having taken any further decisions regarding the cart and the mule away from you - probably for the best considering how much the cart would slow you down - 1/3 your current speed; or even the mule without the cart would slow you down to 2/3 your current speed - and their combined value is 23 gold pieces - you quickly load and distribute the items that were on the cart across your horses and continue after Eltra before he gets himself in trouble.
Relieved to be on the move again, Feydon surprisingly assists with this, and before he gets back onto Mousey, he walks up to the mule, who, like your horses, has been eating their fill of feed during the down time, and he gives it a solid slap on its behind, sending him off and running sans cart towards the Trade Way, where he'll almost certainly be discovered by a traveling merchant or some other group that will have use for a mule. Given that your combined 7 warhorses without any kind of cart or wagon, just saddlebags alone, can carry nearly double what that mule and cart could haul, it's no trouble to the horses to bear the extra load whatsoever. After a couple of minutes, you're loaded up, and trotting towards Eltra, who'd been keeping a leisurely pace until you come up beside him.
Reunited again, you all pick up the pace a bit to make up for lost time, relieved to have that encounter behind you. Opening a few rations, you nibble on some hard tack, nuts, and jerky, as you ride, to help make up for lost time as well. It's quite the contrast to the breakfast you'd been treated to, and the dinner before that, but with a little luck, Crom's Hold won't be barren of something resembling food.
You pass by no other travelers or landmarks of interest; by late afternoon, the road curves eastward, and Crom’s Hold comes into view. The fortress is a squat, sturdy structure of gray stone perched on a hill overlooking the marshlands to the west. Its walls are weathered but well-maintained, and banners bearing the sigil of House Daggerford flutter in the breeze.
As you approach, you notice the marshlands spreading out in the distance beyond the hold, a vast expanse of reeds, waterlogged ground, and thick mist. The air grows heavier with the scent of damp earth and brackish water. Feydon visibly pales at the sight, his knuckles white as he grips the reins of his horse. Clearly, the last time he was in those marshes was not a fond memory.
The group of six adventurers and one notorious pirate rides up the worn path to Crom's Hold, your horses finally getting weary but still steady after the long day’s journey from Daggerford. The sun dips low on the horizon, casting the sturdy stone walls of the hold in hues of orange and gold. The banner of Crom’s Hold, a golden hawk clutching an olive branch, flutters in the evening breeze, but the sight of it offers little comfort to the group. They can already see the sharp glint of spear tips on the parapets above.
The gate creaks open as they approach, revealing a squad of grim-faced guards. Their captain, a burly man with a scar tracing down his cheek, steps forward, his hand resting on the hilt of his longsword. His eyes narrow the moment they fall on Feydon the Cold, who rides at the rear of the group, his head bowed once again, and demeanor subdued.
“Hold!” the captain barks, his voice echoing across the courtyard. “You there—hands away from your weapons!”
The guards fan out, their spears leveled in a clear message of distrust. One of them mutters something under his breath, and another spits on the ground. The tension is palpable.
Feydon lifts his hands slowly, his movements deliberate, as if trying not to spook the guards. “I’m under a geas,” he says, his voice calm but tinged with bitterness. “I’m not here to cause trouble.”
The captain snorts. “Geas or no, you’re a pirate and a murderer. You don’t set foot in Crom’s Hold without Lady Nayeli’s leave.” He turns his attention to the group. “And you lot—explain yourselves. Quickly.”
Geren sighs.
"Well at the very least we made a profit and lost nothing. But what a waste."
Hearing Eltra's comment he pauses a moment to think.
"We might make some extra coin selling the information on this spot to someone. They can claim whatever's left for themselves."
You took everything of value except the cart and the mule.
(OOC: Cause - why not? It won't slow you down. Only the cart and mule would have. And given that the place you'd turn it into is your destination, I just assumed that either way - whether or not you intend to keep the stuff or hand it to the authorities, you'd have to take it with you either way. You took the heads of ALL the bandits, sorry - read that wrong. Well, it won't hurt to have to corroborate your story to have each bandit's head, having just a handful, or a headful of them anyway, is probably fine =P. There's a point where it stops being evidence and starts to look a little psychopathic - I'm not sure 13 is quite there yet, but say there were 72 bandits... taking all 72 heads would make you look less like heroes, and more like... well... Todd, really).
Gus - "Whimper and I can carry a little more if needed, I've moved a bulk of her load to my bag to lighten her somewhat. And it puts items that I'll need quickly right at my finger tips."
As we make our way Gus tinkers with the lute trying to recall what little he can remember about playing. Performance roll 8
Bree moves forward hands up so as to not spook the guards.
"We're here to deliver a message from Duchess Daggerford, as well to preform a quest for her. Unfortunately we need the pirate for that."
Given that Gus (your character) doesn't appear to have experience with a lute, he doesn't sound great - but you've got to start somewhere. (OOC: for roles like Performance, it's better if there's like a specific goal in mind - if you're just testing to see if you can play the Lute, I can really only go with whether or not you chose it as a skill, but it doesn't look like it. I'll tell you what though - like with books, tell me whenever you want to practice, and if you put in enough time with it, I'll give you a homebrew item that adds the skill for it - just keep in mind that it'll take quite a while. Bigger cities have people you can pay to teach you lessons, and that would speed it up, but you'll have to dedicate some time every day, or every few days or something like that for awhile, and pay for the lessons - not a lot of money, granted).
Feydon looks visibly annoyed. He trots to the other end of the group the moment he sees you produce the instrument.
Geren tries to smooth things over with the guards, holding up his (empty) hands in a placating gesture.
"We just solved your bandit problem and recovered most of what they stole. I'd assume you'd want alert whoever would oversee those items being returned to their rightful owners? As for the pirate, he's our prisoner and we've got him under our control."
Hopefully the guards will care more about the bandits getting taken out and their loot being given back.
Persuasion: 20