Dawn comments, "Yes, a Guis is very powerful. If the target goes against it, they are racked with intense pain and could even die from it. It's good if you want to send someone to do something and don't care how they do it. Not quite as good when you do care how they do it. Perhaps a command like 'help this party of people search the marshlands for lizard men without harming or abandoning anyone in the party, then return afterwards' might be enough. Or perhaps he's clever enough to find a loophole in that. Or even if he doesn't, Guis doesn't always work (they get a save), and I don't know if the caster can tell if it worked or not. It seems this pirate would be canny enough to pretend to be affected, long enough to get where he can escape. I do think this is a good idea, but one we need to implement carefully."
She continues, "I can indeed offer divine guidance, but not discretely. And if I cast it before hand, I can only keep in active for about a minute. But I can join the conversation and aid in the persuasion."
On the subject of forgery, "I'm a bit worried about trying to forge documents. That could get us arrested just for trying it." She will cast Guidance if Gus wants to try it anyway (and has time to do so).
Dawn comments, "Yes, a Guis is very powerful. If the target goes against it, they are racked with intense pain and could even die from it. It's good if you want to send someone to do something and don't care how they do it. Not quite as good when you do care how they do it. Perhaps a command like 'help this party of people search the marshlands for lizard men without harming or abandoning anyone in the party, then return afterwards' might be enough. Or perhaps he's clever enough to find a loophole in that. Or even if he doesn't, Guis doesn't always work (they get a save), and I don't know if the caster can tell if it worked or not. It seems this pirate would be canny enough to pretend to be affected, long enough to get where he can escape. I do think this is a good idea, but one we need to implement carefully."
She continues, "I can indeed offer divine guidance, but not discretely. And if I cast it before hand, I can only keep in active for about a minute. But I can join the conversation and aid in the persuasion."
On the subject of forgery, "I'm a bit worried about trying to forge documents. That could get us arrested just for trying it." She will cast Guidance if Gus wants to try it anyway (and has time to do so).
"If you need Guidance cast secretly, I know Guidance and can use subtle spell to cast it undetected. I can also help in persuading Morwen."
Dawn comments, "Yes, a Guis is very powerful. If the target goes against it, they are racked with intense pain and could even die from it. It's good if you want to send someone to do something and don't care how they do it. Not quite as good when you do care how they do it. Perhaps a command like 'help this party of people search the marshlands for lizard men without harming or abandoning anyone in the party, then return afterwards' might be enough. Or perhaps he's clever enough to find a loophole in that. Or even if he doesn't, Guis doesn't always work (they get a save), and I don't know if the caster can tell if it worked or not. It seems this pirate would be canny enough to pretend to be affected, long enough to get where he can escape. I do think this is a good idea, but one we need to implement carefully."
She continues, "I can indeed offer divine guidance, but not discretely. And if I cast it before hand, I can only keep in active for about a minute. But I can join the conversation and aid in the persuasion."
On the subject of forgery, "I'm a bit worried about trying to forge documents. That could get us arrested just for trying it." She will cast Guidance if Gus wants to try it anyway (and has time to do so).
"If you need Guidance cast secretly, I know Guidance and can use subtle spell to cast it undetected. I can also help in persuading Morwen."
(+4 on persuasion)
Geren nods.
"I would hope my own charm would be enough, but any help would be appreciated. If we do obtain Feyden's help it would be better to convince him he stands to gain from helping us, even if it's just a head start after we're finished."
OOC: +9 Persuasion and if another character aids him he gets advantage on the roll.
Gus answers Reyna, "my apologies, I'm not much of a forger. I can copy from written text fairly well. I guess we could write something up but would have to magically alter it to make it believable. Perhaps Dawn could give Geren some devine guidance when he makes the sales pitch as well. I've seen enough legal notices from the council of four. Let me see what I can come up with. Gus runs to his room and sets about writing up and order as described, mentioning the party members by name as taking possession of the prisoner and returning him to the council to stand trail, signed by the duke with the seal of the flaming fist.
Reyna nods. "Okay, let's hope it doesn't come to using it. I'll stall Hendan to buy you time," she says as she follows Gus out, then waves to the tall, pale butler. "Over here, Hendan," she calls, while Gus slips away down to his room, past the confused looking butler. "Don't mind him, come here, Hendan, I want to ask you something," she calls. The butler does as instructed, and Reyna steps fully into the corridor to engage him. A bizarre back and forth can be heard between the two, with his tone becoming increasingly confused to the point of mild agitation, while Reyna's tone remains lighthearted, jovial even, but firm, insisting that he tell her something about his past that she didn't know, or something along those lines. "I really don't see what that has to do with anything," he can be heard saying as Gus returns. Reyna looks in his direction.
"Keep it hidden for now," Gus hears Reyna's voice in his mind. "So, what are you stalling for, Hendan, we're absolutely starving, aren't we?" she then suddenly asks as everyone finishes filing out into the corridor.
Hendan blinks. "Er. Hm. Indeed. You do realize you can each have your own suite, yes? Though frankly, I rather like the idea of just messing up the one," he murmurs. "Or, two, I guess," he adds as Gus joins the group from his room, Madame Cleo on his shoulder. Hendan blinks at the cat. "Will the cat be joining us for supper as well then?"
"Is there a problem, Handan? Madame Cleo is a guest of the Duchess, you do realize?"
"Hmm. Indeed. Very well. Walk this way." He instructs, and begins a haughty walk back the way everyone came in. Reyna turns to look at the group and shrugs, then does a nearly perfect imitation of Hendan's walk, chin poised to the exact same angle. "Walk this way." She instructs the group exactly as he had, before following him to the stairs. Unlike with Morwen, she doesn't bother to conceal her imitation when he turns to make sure everyone is following. Instead, she mirrors his movement, turning to look as well. She doesn't turn back until she hears him sigh. "Indeed". Then begin to walk again.
"Indeed", Reyna echoes, and continues after.
The group follows Reyna and the tall, gaunt man with a perfectly pressed uniform and an air of unshakable composure despite the full knowledge that he is being mocked, down the staris to the second floor, then down a series of wide corridors. The polished stone walls of the castle gleam in the light of sconces, their flickering flames casting long shadows on tapestries depicting scenes of heroic deeds and Daggerford’s storied past. The faint scent of roasted meats and spiced wine grows stronger as they approach a set of grand oak doors, intricately carved with the crest of House Daggerford—a leaping dolphin beneath a crescent moon.
With a practiced flourish, Hendan pushes open the doors to reveal the dining hall just as Reyna resumes a serious expression.
The room is both opulent and inviting, a blend of grandeur and warmth. A massive table of dark mahogany stretches nearly the length of the chamber, its surface gleaming beneath the soft glow of an immense wrought-iron chandelier. The chandelier’s many candles illuminate the room in a golden light, reflecting off polished silverware and crystal goblets set meticulously at each place.
Above the fireplace, a tapestry of Daggerford’s coat of arms dominates the wall, flanked by two ancient swords mounted as though guarding the room. The stone hearth itself roars with a crackling fire, sending waves of heat into the hall and warding off the chill of the evening. The walls are lined with shelves holding an assortment of books, trophies from hunts, and other curiosities—an ornate dragon skull, a jeweled chalice, and a collection of heraldic shields representing allied houses.
Seated around the table are figures who, even at a glance, carry an air of importance. Each of them seem comfortable in the castle’s grand setting, their postures relaxed yet dignified, their voices mingling in low conversation. The adventurers catch snippets of discussion—mentions of trade routes, news from Waterdeep, and the ever-present dangers of the Lizard Marsh.
The head of the table is shared by two equally resplendent seats, though only the one on the left is familiar - now redressed in an emerald green gown that shimmers in the candlelight, with her silver hair styled into loose waves, Morwen seems even more poised and elegant than even before, carrying herself with the quiet confidence of someone clearly used to command and to attention. Sharing the spot at the end of the table in a seat just as ornate as Morwen’s, sits a human male, quite handsome and easily several years Morwen’s junior, with dark features, a well-kept mustache, curled dark gray hair, and bright green eyes, holding himself with confidence and a regal bearing to match Morwen's.
As the adventurers step inside, the conversations cease, and all eyes turn toward them. This is far more attention than any of you had been expecting, and by her expression, that includes Reyna. Morwen rises from her chair, her expression warm and welcoming. “Ah, our honored guests,” she says, her voice smooth and clear. “Let me formally welcome you now to Castle Daggerford. I trust you’ve found your accommodations to your liking?” She waits for their murmured acknowledgments before gesturing toward the table. “Please, join us."
The butler moves to pull out chairs for the group, and as they take their seats, Morwen begins the introductions.
“Let me first introduce my husband, Jorvund Daggerford, whom as I’m sure you know I married shortly after the unpleasantness with my brother had resolved.” As she says this, the man in the seat sharing the end of the table with her stands and nods ever so slightly but does not bow. Instead, he speaks with the same practiced elegance as Morwen, “Good evening,” he says with clear and precise pronunciation, and then resumes his seated position.
Morwen next gestures to a late middle-aged man in gleaming plate armor seated to her right. His face bears the lines of many battles, and his eyes hold a quiet wisdom. “This is Sir Isteval, once a knight of Cormyr and now a stalwart defender of the Sword Coast. His tales of heroism are known far and wide.” He stands and bows briefly to the newcomers before sitting back down.
Morwen now gestures to her left, where a wiry, weathered elf with sharp eyes and a perpetual air of vigilance sits. He wears a simple cloak of green, clasped with a brooch shaped like a hawk in flight. “This is Kelson Darktreader, the head scout of Daggerford and my trusted advisor in matters of the wilds.” He stands halfway, just enough to bow slightly, before sitting back down.
Gesturing to a half-elven knight, seated next to Sir Isteval, towering over him by a full head, with a golden mane of hair and a broad smile, Morwen continues; “This is Sir Llewellyn Longhand, a knight-errant whose deeds in the name of justice have inspired many.” In lieu of standing and bowing, the man raises his goblet high in greeting.
Turning to the seat next to Kelson Darktreader, Morwen next gestures to an elder high elf also with golden hair tied back in a braid, and fine robes shimmering with subtle arcane patterns. “Darfin Floshin, lord of the Floshin Estate, whose family has stood as protectors of the Delimbiyr Vale for centuries.” The elf inclines his head gracefully in greeting, but otherwise does not stand.
Beside Darfin sits a younger elven woman, her features sharp and her demeanor cool. Her armor gleams faintly, and a sword rests by her chair. Shifting her attention to her, Morwen goes on: “Next, Lady Shalendra Floshin, his daughter, a warrior of no small renown.” The elven woman nods almost imperceptibly, and seems to poorly conceal a look of either boredom, confusion, or irritation.
Gesturing back toward her right beyond Sir Llewellyn, Morwen indicates a wizened human wizard with a long, flowing beard and piercing eyes leaning on a gnarled staff topped with a glowing crystal as he stands to make a pre-emptive bow just as Morwen continues: “Delfen Ondabarl, a mage of great repute and a longtime ally of Daggerford.” Morwen placed a perceptibly heavy emphasis on the term 'longtime'. As he resumes his seat, he waves away her compliment in a gesture of modesty, that is probably at least equal parts embarrassment.
Seated next to the two Floshin elves sits a stout dwarf with a braided beard, wild, spiky red hair, a fierce glint in his eye, and scarred but polished armor, with a polished great axe visible by his feet. He begins to nod and continues to do so just as Morwen introduces him: “Jekk Ironfist, a warrior of Clan Ironfist, a steadfast friend of Daggerford, and a renowned weaponsmith.” He stops nodding.
The last guest already in attendance is another human sitting next to the old wizard, and is a striking woman in her early 50’s with dark hair, a sharp gaze, straight-backed posture, wearing attire that perfectly blends practicality with elegance. Gesturing to her, Morwen finishes: “And last but certainly not least, Cyndil Hawkwinter, of the Hawkwinter family of Waterdeep, a personal friend, advisor, and skilled diplomat.”
Immediately, those that catch a glimpse of Reyna note that all of her previous mirth has vanished, replaced with a look that seems to embody despair, panic, hopelessness and frustration in equal portions, but is tinged with a little hope. Having taken the last seat on the opposite side of the table from Morwen, it's safe to say only the group can see her expression clearly. Why she's nervous is not clear. Most of the names are at least familiar to you all, though only one is immediately so - all of you have spent enough time in Waterdeep to recognize the name Hawkwinter - it's an old name to Waterdeep, one that has made waves as renowned warriors, but in more recent times, much more so as a mercantile house.
Over the first few minutes of the meal to follow, each of you gets a several messages from Reyna, apparently in order of importance. The first one everyone gets early on is - "Llewellyn and Hawkwinter are problems". A little later she's able to give you each a message like "Delfen Onbarl is the geas wizard." Some time after that, you each have gotten a message to the effect of: "Floshins are wildcards. Darktreader could be useful." The last message you get regarding the different players at the table is about the Dwarf: "dwarf no help - but makes good weapons."
As you are getting Reyna's messages, Morwen gestures to the group. “And now, let us hear from our new friends. Please, introduce yourselves, and perhaps share something about yourselves to help us better know you by.”
Clearing her throat, Reyna leads. "Though I've met most of you, some I know by reputation only. My name is Reyna Nydlar, former soldier of Amn, but a native and citizen of Baldur's Gate, where I now represent a Patriar as their personal agent and head of security," she bows. She turns to the group and shrugs imperceptibly, before sitting back down and taking a large sip from her wine goblet.
Dawn comments, "Yes, a Guis is very powerful. If the target goes against it, they are racked with intense pain and could even die from it. It's good if you want to send someone to do something and don't care how they do it. Not quite as good when you do care how they do it. Perhaps a command like 'help this party of people search the marshlands for lizard men without harming or abandoning anyone in the party, then return afterwards' might be enough. Or perhaps he's clever enough to find a loophole in that. Or even if he doesn't, Guis doesn't always work (they get a save), and I don't know if the caster can tell if it worked or not. It seems this pirate would be canny enough to pretend to be affected, long enough to get where he can escape. I do think this is a good idea, but one we need to implement carefully."
She continues, "I can indeed offer divine guidance, but not discretely. And if I cast it before hand, I can only keep in active for about a minute. But I can join the conversation and aid in the persuasion."
On the subject of forgery, "I'm a bit worried about trying to forge documents. That could get us arrested just for trying it." She will cast Guidance if Gus wants to try it anyway (and has time to do so).
(OOC: Given that he seems to have decided to try it, why don't you go for it - you don't have to use it, but it doesn't hurt to see how effective it looks - so go head and roll, Gus. Guidance gives you a +1d4, right? Do you want to roll that, Dawn, or you want to let Gus? Either way works for me. If you want to cast it at dinner, using subtle spell will definitely keep it hidden. And yeah, anyone can attempt a persuasion - the more specific the thing, generally the lower I'll make the DC and/or the greater the effect. So, for example: release Feydon, vs. releasing Feydon will be a good idea because it will make it more likely that we'll be able to succeed in navigating the swamp, and thus be able to perform whatever thing you wanted us to do there. The difference in DC between those two could be as much as 5 or 6, depending on the rest of the context. )
OOC: Also, Dawn - did you want to choose a suite? The remaining options are: the Tethyr suite, or the Moonshae suite. If you're entirely uncomfortable sleeping in such large rooms, I suppose you could either ask to bunk up with one of the others, or ask Morwen over supper for a smaller room lol. There are sofas in each of the suites, though, so you can share one with someone they're okay with it - or you know enough about temples of Lathander to know that if you went over to the temple they'd let you in and put you up; they're closed to the public, but you're not 'public', you're one of the flock. Your character would know she has that option, though it would require a ~10 minute walk to get there, and might be seen as a mild insult to Morwen (something she'd also know intuitively).
Thinking that even asking for a smaller room might be seen as an insult, Dawn will make do with these overly elaborate rooms. She'll take a quick peak into the two unclaimed rooms, and take whichever one is plainer and smaller (though neither is plain nor small at all). She'll change out her her armor, and into her priest's robes. Cleaning up and then using magic to heal the spots where the unfamiliar armor had chaffed. She'll leave her dagger behind, but will take her holy symbol (the one that's a necklace, not the one that's painted on her shield). She then heads for the meeting in Reyna's room.
Oh sorry just caught this: the Moonshae suite is notably plainer - but its far from 'plain'. It has nautical themes with driftwood furniture and blue-green tones, a centerpiece of a whale and an odd coral structure, a replica of a something labeled a 'Moonwell', and the bed looks like its built into a giant clam shell, with the linens looking almost like the meat of a clam, and the pillows like pearls. The two notable books there are The Mysteries of the Earthmother: An exploration of the Isles’ druidic traditions andSongs of the Ffolk: A collection of ballads and folklore.
Gus seeing Reyna motion for the party to stand and introduce themselves does so, Gus stands, bows toward Morwen, "Your Grace, turning to address the others seated at the table, lords, lady's and honored guest, his eyes resting on Delfen Ondabarl as he finishes, I am Augustus Leafash, apprentice of master Orbos, house wizard of the Baldurian noble house Vannath. It is an honor. he bows again before taking his seat.
Gus deception roll 11 plus 4 rolled for the guidance gives me a 15.
Gus notes that it's not a terrible likeness. The likelihood of it working will depending on their familiarity with signature, which has notable differences you weren't able to perfectly copy - though the general language he uses and feel of the document feels authentic. You'd buy it, anyway. You're pretty sure Madame Cleo would too. You're assessment of the odds that it will work is: 50-50 (worst case), and 75-25 (best case). Which of those two it will be will depend also on how its presented, the timing its presented, the language used, and specifically who its presented to - the castle jailor may be a lot easier to fool than Morwen. Still, you find yourself really hoping you don't have to find out.
Gus seeing Reyna motion for the party to stand and introduce themselves does so, Gus stands, bows toward Morwen, "Your Grace, turning to address the others seated at the table, lords, lady's and honored guest, his eyes resting on Delfen Ondabarl as he finishes, I am Augustus Leafash, apprentice of master Orbos, house wizard of the Baldurian noble house Vannath. It is an honor. he bows again before taking his seat.
"Orbos Husteem?" Delfen practically sneezes the name. Was it a sneeze, or some other fit of discomfiture? Hard to say. "How is the young man these days? How's his brother?"
"Hmm? Vannath von Husteem? There's no such person. Is there? What did she mean, von Husteem?" he mumbles but is quieted by something Sir Isteval whispers to him, falling silent finally.
Bree rises and curties. Smiling winningly as possible says.
"Your Grace, Lords, Ladies, and Honored Guests. I am Bree a simple traveler from a small village of no significance, exploring the lands beyond her home."
Entering the room, Dawn notes that armor would have been appropriate here, she hoped her robes were as well, though obviously they were a much lower quality than anything the important people were wearing!
Dawn goes next, she too stands and bows before saying, "I am Dawn, a cleric of Lathander from Spires of Morning temple from Waterdeep."
Bree rises and curties. Smiling winningly as possible says.
"Your Grace, Lords, Ladies, and Honored Guests. I am Bree a simple traveler from a small village of no significance, exploring the lands beyond her home."
"A noble goal and sentiment", the elven Ranger, Kelson Darktreader, responds, his voice carrying far better than you'd expect from his slender frame. "Well met and Welcome."
"Hear, Hear", Sir Isteval says, clinging his glass with his spoon, in a gesture to mean something like "I agree". A few others follow his lead, clanging their glasses.
Entering the room, Dawn notes that armor would have been appropriate here, she hoped her robes were as well, though obviously they were a much lower quality than anything the important people were wearing!
Dawn goes next, she too stands and bows before saying, "I am Dawn, a cleric of Lathander from Spires of Morning temple from Waterdeep."
(Reyna reassured you on the way to the hall that in your case, robes were better. In her case, she's trying to remind them of the association with her and her mother - a warrior of some renown. In your case, remember her advice was to play down your combat readiness and overall experience. )
"Ah, a fellow servant of the Morninglord," Sir Isteval speaks up again. "I am a paladin of Lathander - and I am quite familiar with your temple. How is the High Radiance, Naneatha Suaril, these days?"
Dawn comments, "Yes, a Guis is very powerful. If the target goes against it, they are racked with intense pain and could even die from it. It's good if you want to send someone to do something and don't care how they do it. Not quite as good when you do care how they do it. Perhaps a command like 'help this party of people search the marshlands for lizard men without harming or abandoning anyone in the party, then return afterwards' might be enough. Or perhaps he's clever enough to find a loophole in that. Or even if he doesn't, Guis doesn't always work (they get a save), and I don't know if the caster can tell if it worked or not. It seems this pirate would be canny enough to pretend to be affected, long enough to get where he can escape. I do think this is a good idea, but one we need to implement carefully."
She continues, "I can indeed offer divine guidance, but not discretely. And if I cast it before hand, I can only keep in active for about a minute. But I can join the conversation and aid in the persuasion."
On the subject of forgery, "I'm a bit worried about trying to forge documents. That could get us arrested just for trying it." She will cast Guidance if Gus wants to try it anyway (and has time to do so).
"If you need Guidance cast secretly, I know Guidance and can use subtle spell to cast it undetected. I can also help in persuading Morwen."
(+4 on persuasion)
Geren nods.
"I would hope my own charm would be enough, but any help would be appreciated. If we do obtain Feyden's help it would be better to convince him he stands to gain from helping us, even if it's just a head start after we're finished."
OOC: +9 Persuasion and if another character aids him he gets advantage on the roll.
Reyna nods. "Okay, let's hope it doesn't come to using it. I'll stall Hendan to buy you time," she says as she follows Gus out, then waves to the tall, pale butler. "Over here, Hendan," she calls, while Gus slips away down to his room, past the confused looking butler. "Don't mind him, come here, Hendan, I want to ask you something," she calls. The butler does as instructed, and Reyna steps fully into the corridor to engage him. A bizarre back and forth can be heard between the two, with his tone becoming increasingly confused to the point of mild agitation, while Reyna's tone remains lighthearted, jovial even, but firm, insisting that he tell her something about his past that she didn't know, or something along those lines. "I really don't see what that has to do with anything," he can be heard saying as Gus returns. Reyna looks in his direction.
"Keep it hidden for now," Gus hears Reyna's voice in his mind. "So, what are you stalling for, Hendan, we're absolutely starving, aren't we?" she then suddenly asks as everyone finishes filing out into the corridor.
Hendan blinks. "Er. Hm. Indeed. You do realize you can each have your own suite, yes? Though frankly, I rather like the idea of just messing up the one," he murmurs. "Or, two, I guess," he adds as Gus joins the group from his room, Madame Cleo on his shoulder. Hendan blinks at the cat. "Will the cat be joining us for supper as well then?"
"Is there a problem, Handan? Madame Cleo is a guest of the Duchess, you do realize?"
"Hmm. Indeed. Very well. Walk this way." He instructs, and begins a haughty walk back the way everyone came in. Reyna turns to look at the group and shrugs, then does a nearly perfect imitation of Hendan's walk, chin poised to the exact same angle. "Walk this way." She instructs the group exactly as he had, before following him to the stairs. Unlike with Morwen, she doesn't bother to conceal her imitation when he turns to make sure everyone is following. Instead, she mirrors his movement, turning to look as well. She doesn't turn back until she hears him sigh. "Indeed". Then begin to walk again.
"Indeed", Reyna echoes, and continues after.
The group follows Reyna and the tall, gaunt man with a perfectly pressed uniform and an air of unshakable composure despite the full knowledge that he is being mocked, down the staris to the second floor, then down a series of wide corridors. The polished stone walls of the castle gleam in the light of sconces, their flickering flames casting long shadows on tapestries depicting scenes of heroic deeds and Daggerford’s storied past. The faint scent of roasted meats and spiced wine grows stronger as they approach a set of grand oak doors, intricately carved with the crest of House Daggerford—a leaping dolphin beneath a crescent moon.
With a practiced flourish, Hendan pushes open the doors to reveal the dining hall just as Reyna resumes a serious expression.
The room is both opulent and inviting, a blend of grandeur and warmth. A massive table of dark mahogany stretches nearly the length of the chamber, its surface gleaming beneath the soft glow of an immense wrought-iron chandelier. The chandelier’s many candles illuminate the room in a golden light, reflecting off polished silverware and crystal goblets set meticulously at each place.
Above the fireplace, a tapestry of Daggerford’s coat of arms dominates the wall, flanked by two ancient swords mounted as though guarding the room. The stone hearth itself roars with a crackling fire, sending waves of heat into the hall and warding off the chill of the evening. The walls are lined with shelves holding an assortment of books, trophies from hunts, and other curiosities—an ornate dragon skull, a jeweled chalice, and a collection of heraldic shields representing allied houses.
Seated around the table are figures who, even at a glance, carry an air of importance. Each of them seem comfortable in the castle’s grand setting, their postures relaxed yet dignified, their voices mingling in low conversation. The adventurers catch snippets of discussion—mentions of trade routes, news from Waterdeep, and the ever-present dangers of the Lizard Marsh.
The head of the table is shared by two equally resplendent seats, though only the one on the left is familiar - now redressed in an emerald green gown that shimmers in the candlelight, with her silver hair styled into loose waves, Morwen seems even more poised and elegant than even before, carrying herself with the quiet confidence of someone clearly used to command and to attention. Sharing the spot at the end of the table in a seat just as ornate as Morwen’s, sits a human male, quite handsome and easily several years Morwen’s junior, with dark features, a well-kept mustache, curled dark gray hair, and bright green eyes, holding himself with confidence and a regal bearing to match Morwen's.
As the adventurers step inside, the conversations cease, and all eyes turn toward them. This is far more attention than any of you had been expecting, and by her expression, that includes Reyna. Morwen rises from her chair, her expression warm and welcoming. “Ah, our honored guests,” she says, her voice smooth and clear. “Let me formally welcome you now to Castle Daggerford. I trust you’ve found your accommodations to your liking?” She waits for their murmured acknowledgments before gesturing toward the table. “Please, join us."
The butler moves to pull out chairs for the group, and as they take their seats, Morwen begins the introductions.
“Let me first introduce my husband, Jorvund Daggerford, whom as I’m sure you know I married shortly after the unpleasantness with my brother had resolved.” As she says this, the man in the seat sharing the end of the table with her stands and nods ever so slightly but does not bow. Instead, he speaks with the same practiced elegance as Morwen, “Good evening,” he says with clear and precise pronunciation, and then resumes his seated position.
Morwen next gestures to a late middle-aged man in gleaming plate armor seated to her right. His face bears the lines of many battles, and his eyes hold a quiet wisdom.
“This is Sir Isteval, once a knight of Cormyr and now a stalwart defender of the Sword Coast. His tales of heroism are known far and wide.” He stands and bows briefly to the newcomers before sitting back down.
Morwen now gestures to her left, where a wiry, weathered elf with sharp eyes and a perpetual air of vigilance sits. He wears a simple cloak of green, clasped with a brooch shaped like a hawk in flight. “This is Kelson Darktreader, the head scout of Daggerford and my trusted advisor in matters of the wilds.” He stands halfway, just enough to bow slightly, before sitting back down.
Gesturing to a half-elven knight, seated next to Sir Isteval, towering over him by a full head, with a golden mane of hair and a broad smile, Morwen continues; “This is Sir Llewellyn Longhand, a knight-errant whose deeds in the name of justice have inspired many.” In lieu of standing and bowing, the man raises his goblet high in greeting.
Turning to the seat next to Kelson Darktreader, Morwen next gestures to an elder high elf also with golden hair tied back in a braid, and fine robes shimmering with subtle arcane patterns. “Darfin Floshin, lord of the Floshin Estate, whose family has stood as protectors of the Delimbiyr Vale for centuries.” The elf inclines his head gracefully in greeting, but otherwise does not stand.
Beside Darfin sits a younger elven woman, her features sharp and her demeanor cool. Her armor gleams faintly, and a sword rests by her chair. Shifting her attention to her, Morwen goes on: “Next, Lady Shalendra Floshin, his daughter, a warrior of no small renown.” The elven woman nods almost imperceptibly, and seems to poorly conceal a look of either boredom, confusion, or irritation.
Gesturing back toward her right beyond Sir Llewellyn, Morwen indicates a wizened human wizard with a long, flowing beard and piercing eyes leaning on a gnarled staff topped with a glowing crystal as he stands to make a pre-emptive bow just as Morwen continues: “Delfen Ondabarl, a mage of great repute and a longtime ally of Daggerford.” Morwen placed a perceptibly heavy emphasis on the term 'longtime'. As he resumes his seat, he waves away her compliment in a gesture of modesty, that is probably at least equal parts embarrassment.
Seated next to the two Floshin elves sits a stout dwarf with a braided beard, wild, spiky red hair, a fierce glint in his eye, and scarred but polished armor, with a polished great axe visible by his feet. He begins to nod and continues to do so just as Morwen introduces him: “Jekk Ironfist, a warrior of Clan Ironfist, a steadfast friend of Daggerford, and a renowned weaponsmith.” He stops nodding.
The last guest already in attendance is another human sitting next to the old wizard, and is a striking woman in her early 50’s with dark hair, a sharp gaze, straight-backed posture, wearing attire that perfectly blends practicality with elegance. Gesturing to her, Morwen finishes: “And last but certainly not least, Cyndil Hawkwinter, of the Hawkwinter family of Waterdeep, a personal friend, advisor, and skilled diplomat.”
Immediately, those that catch a glimpse of Reyna note that all of her previous mirth has vanished, replaced with a look that seems to embody despair, panic, hopelessness and frustration in equal portions, but is tinged with a little hope. Having taken the last seat on the opposite side of the table from Morwen, it's safe to say only the group can see her expression clearly. Why she's nervous is not clear. Most of the names are at least familiar to you all, though only one is immediately so - all of you have spent enough time in Waterdeep to recognize the name Hawkwinter - it's an old name to Waterdeep, one that has made waves as renowned warriors, but in more recent times, much more so as a mercantile house.
Over the first few minutes of the meal to follow, each of you gets a several messages from Reyna, apparently in order of importance. The first one everyone gets early on is - "Llewellyn and Hawkwinter are problems". A little later she's able to give you each a message like "Delfen Onbarl is the geas wizard." Some time after that, you each have gotten a message to the effect of: "Floshins are wildcards. Darktreader could be useful." The last message you get regarding the different players at the table is about the Dwarf: "dwarf no help - but makes good weapons."
As you are getting Reyna's messages, Morwen gestures to the group. “And now, let us hear from our new friends. Please, introduce yourselves, and perhaps share something about yourselves to help us better know you by.”
Clearing her throat, Reyna leads. "Though I've met most of you, some I know by reputation only. My name is Reyna Nydlar, former soldier of Amn, but a native and citizen of Baldur's Gate, where I now represent a Patriar as their personal agent and head of security," she bows. She turns to the group and shrugs imperceptibly, before sitting back down and taking a large sip from her wine goblet.
The table awaits the next introduction...
(OOC: Given that he seems to have decided to try it, why don't you go for it - you don't have to use it, but it doesn't hurt to see how effective it looks - so go head and roll, Gus. Guidance gives you a +1d4, right? Do you want to roll that, Dawn, or you want to let Gus? Either way works for me. If you want to cast it at dinner, using subtle spell will definitely keep it hidden. And yeah, anyone can attempt a persuasion - the more specific the thing, generally the lower I'll make the DC and/or the greater the effect. So, for example: release Feydon, vs. releasing Feydon will be a good idea because it will make it more likely that we'll be able to succeed in navigating the swamp, and thus be able to perform whatever thing you wanted us to do there. The difference in DC between those two could be as much as 5 or 6, depending on the rest of the context. )
(OOC: + 45 XP for meeting several famous people at a dinner in the ducal castle - I'll add it)
Oh sorry just caught this: the Moonshae suite is notably plainer - but its far from 'plain'. It has nautical themes with driftwood furniture and blue-green tones, a centerpiece of a whale and an odd coral structure, a replica of a something labeled a 'Moonwell', and the bed looks like its built into a giant clam shell, with the linens looking almost like the meat of a clam, and the pillows like pearls. The two notable books there are The Mysteries of the Earthmother: An exploration of the Isles’ druidic traditions and Songs of the Ffolk: A collection of ballads and folklore.
Gus deception roll 11 plus 4 rolled for the guidance gives me a 15.
Gus seeing Reyna motion for the party to stand and introduce themselves does so, Gus stands, bows toward Morwen, "Your Grace, turning to address the others seated at the table, lords, lady's and honored guest, his eyes resting on Delfen Ondabarl as he finishes, I am Augustus Leafash, apprentice of master Orbos, house wizard of the Baldurian noble house Vannath. It is an honor. he bows again before taking his seat.
Gus notes that it's not a terrible likeness. The likelihood of it working will depending on their familiarity with signature, which has notable differences you weren't able to perfectly copy - though the general language he uses and feel of the document feels authentic. You'd buy it, anyway. You're pretty sure Madame Cleo would too. You're assessment of the odds that it will work is: 50-50 (worst case), and 75-25 (best case). Which of those two it will be will depend also on how its presented, the timing its presented, the language used, and specifically who its presented to - the castle jailor may be a lot easier to fool than Morwen. Still, you find yourself really hoping you don't have to find out.
"Orbos Husteem?" Delfen practically sneezes the name. Was it a sneeze, or some other fit of discomfiture? Hard to say. "How is the young man these days? How's his brother?"
Morwen sighs perceptibly. "Vannath, dear Delfen. House Vannath. Not Husteem."
"Hmm? Vannath von Husteem? There's no such person. Is there? What did she mean, von Husteem?" he mumbles but is quieted by something Sir Isteval whispers to him, falling silent finally.
Reyna's head falls into her hands.
Bree rises and curties. Smiling winningly as possible says.
"Your Grace, Lords, Ladies, and Honored Guests. I am Bree a simple traveler from a small village of no significance, exploring the lands beyond her home."
(OOC: Masqueraider has set up a discord for us to use for OOC
Entering the room, Dawn notes that armor would have been appropriate here, she hoped her robes were as well, though obviously they were a much lower quality than anything the important people were wearing!
Dawn goes next, she too stands and bows before saying, "I am Dawn, a cleric of Lathander from Spires of Morning temple from Waterdeep."
"A noble goal and sentiment", the elven Ranger, Kelson Darktreader, responds, his voice carrying far better than you'd expect from his slender frame. "Well met and Welcome."
"Hear, Hear", Sir Isteval says, clinging his glass with his spoon, in a gesture to mean something like "I agree". A few others follow his lead, clanging their glasses.
(Reyna reassured you on the way to the hall that in your case, robes were better. In her case, she's trying to remind them of the association with her and her mother - a warrior of some renown. In your case, remember her advice was to play down your combat readiness and overall experience. )
"Ah, a fellow servant of the Morninglord," Sir Isteval speaks up again. "I am a paladin of Lathander - and I am quite familiar with your temple. How is the High Radiance, Naneatha Suaril, these days?"
Dawn answers, "The High Radiance is doing well from what I can see. I am but a lowly acolyte, so I don't not interact with him much."