Tock would go and find a proper large carriage, pay for it to be prepared, pre-pay for the rent for a trip to Pallaxus and get back to the party to let them know where to go with the horses.
With 8 people, it will take at least 2 carriages. Are your own horses going with you?
The offer for the horses and mules and pony is 171 gold.
Renting a single carriage to Pallaxus for an estimated 12 day trip: 240 gp, not counting any inns along the way. A carriage CAN fit up to 9 people in addition to the driver, although one of those 9 people has to sit on top with the driver and there is limited room left for gear. Buying a nice, comfortable carriage to use with your existing horses is 120 gp or a regular one for 100 gp.
The afternoon slips away as the party navigates selling horses, renting carriages, and buying carriages instead while keeping their horses. Thus, the shops are closing as Bulwark drives the plus carriage out of town. It is loaded on top with half of their traveling packs and inside Neventi, Gentoa, Althus, Martin, and Tock sit comfortably. Dog rides Windspear while Gash rides atop Butterfly Bell. Cranky and Corker follow the carriage on rope leads, laden with the rest of their packs. The sun is already dipping below the palace to the west as they exit the east gates back onto the Long Road, this time in the opposite direction.
While there are many travelers on the Long Road, including nobles, merchants, and visitors coming and going from the capital, one band of travelers keeps pace with the party almost perfectly. When the party stops to feed and water the horses and stretch their legs, so do the riders behind them. When darkness falls and the party begin to inquire at the roadside inns, the riders stop to check their map, answer nature's call, or feed their horses. They never seem to inquire at any of the inns themselves, however. At one point, Tock and Dog emerge from the inn, again unable to secure enough rooms for the entire party, when one of the riders turns and blows a piercing whistle through his fingers. Back on the Long Road, the riders behind them soon start up as well, maintaining a near constant 1/2 mile distance from the carriage.
The moon begins its rise, shining a little more light on the chilly winter evening. Gentoa has fallen asleep and the party has managed to travel about 13 miles from the capital when they arrive at the next possible stop. Fortune & Favor sounds like a typical inn that would appeal to a traveling merchant or visitor to the capital but it turns out to be an exceedingly plush inn set back more than a mile from the Long Road. They travel under decorative stone arches covered in vines and alongside long, perfectly trimmed evergreen hedges. A huge estate with a roundabout at the entrance for carriages that leads off to the stables greets them at the end of the long drive. A pair of footmen, a driver, and a butler all emerge to help unload the carriage and stable the mounts. Yes, they have enough rooms available. It looks to be luxurious.
The riders that were following them did not seem to do so down the Fortune & Favor's drive. As the adventurers left the Long Road, the riders stopped, bunching together in a quiet conversation. Neventi and Gentoa head to their room immediately, exhausted from the late hour. The rest of the party remain in the lounge while their gear is transported to the remaining rooms...
Expenditures:
120 gp for a posh carriage 1 gp for 3 days of feed for the mounts 8 gp for the night at the Fortune & Favor (no meals included) Anyone that wants dinner pays 1 gp.
“Oof... that’s a steep price.” Martin pays for dinner, but eats quickly.
“I think I’m going to go take a look to make sure those riders didn’t follow us. If they did, it’s probably time to set these suckers straight, and get ‘em on their way to botherin’ somebody else.”
Not sure if this is a retroactive request, but during one of the stops at a full inn, when the other riders are stopping for their own reasons, can Dog dismiss Stitches, and then have her reappear right behind one of the other riders, and then ideally just crawl up the wheel to the underside of the carriage to listen in? Or if they do not have a carriage, have her appear on an overhang or arch or wall right next to a rider none of the others are looking at and slowly drop down via spiderweb onto a saddlebag and burrow in to listen? Dog definitely at least curious and at most, suspicious, and would want to listen to what they're saying while they're following them.
Whether or not this works, Dog, noticing that they declined to follow them to the fancy inn, would have Stitches either stay secreted away to listen to the furious whispering (if it was successful earlier), or appear on the ground behind Dog and double back to get close enough to the other riders to listen into what they're saying.
Rolls for whatever MD requires!
Vanilla d20 rolls: 1215115
Dog would nod at Martin wordlessly at the invite to go check out the riders, ready to accompany him.
Ah, they whistled a half mile down the Long Road, got it. Sorry. Didn't really understand at first.
I don't quite get the spell description - should I read it as saying that when the familiar leaves 100 feet, it can keep following instructions (listen, remember) and then once it's back within 100 feet and we can communicate telepathically, it can relay what it saw? If so, Dog will have Stitches stay behind at the turnoff, hiding under a bush, and watch and listen to the group of riders. If Dog notices they are still following, he'll turn off and stay behind, 100 feet from Stitches, but I'm assuming with the 1/2 mile distance, he wouldn't, so we're back to Dog offering to come along with Martin to see where they are. He'd stay back a bit and let the stealthy ranger be the one to get closer, but Dog would have Stitches creep ahead along with or ahead of Martin.
I don't quite get the spell description - should I read it as saying that when the familiar leaves 100 feet, it can keep following instructions (listen, remember) and then once it's back within 100 feet and we can communicate telepathically, it can relay what it saw?
two rolls each in case of advantage for low light, disadvantage for total darkness, forest as a favored terrain, whatever mixup you seem to think fair. I’m looking for troublemakers and doing my best to hide from them in turn.
This post has potentially manipulated dice roll results.
Tock joins Martin for both the meal and the scouting.
Before they step outside, he puts his hand on Martins shoulder and holds him back. "Lets take precautions." He uses Blessing of the Trickster on him, which is advantage on stealth checks for 1 hour for Martin. And then casts Pass without Trace to magically leave no tracks at all.
"Dog, let us handle this, keep your familiar on the lookout nearby."
And they head out, "Stay close, the magic is of a limited range."
Stealth check 1: 25 and 2: 23
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No.
You bet.
With 8 people, it will take at least 2 carriages. Are your own horses going with you?
I'd vote for bringing our own horses!!
They will probably be tied up behind the carriages unless someone chooses to ride one.
Could we not just use our own horses to pull the carriages and save a bit of money?
You only have two draft horses but besides that,a full service carriage will definitely supply their own horses.
Ok, sell/trade the horses at the carriage rental then. What are we looking at cost-wise here all together?
DM shield:
Draft horse 1: 6
Draft horse 2: 7
Riding horse : 7
Mule 1: 6
Mule 2: 6
Pony: 3
The offer for the horses and mules and pony is 171 gold.
Renting a single carriage to Pallaxus for an estimated 12 day trip: 240 gp, not counting any inns along the way. A carriage CAN fit up to 9 people in addition to the driver, although one of those 9 people has to sit on top with the driver and there is limited room left for gear. Buying a nice, comfortable carriage to use with your existing horses is 120 gp or a regular one for 100 gp.
Also, your skilled drivers are: Althus, Bulwark, Dog, and Martin.
Let’s just buy a carriage so any road-related bandit/Hell damage is ours to bear....
The afternoon slips away as the party navigates selling horses, renting carriages, and buying carriages instead while keeping their horses. Thus, the shops are closing as Bulwark drives the plus carriage out of town. It is loaded on top with half of their traveling packs and inside Neventi, Gentoa, Althus, Martin, and Tock sit comfortably. Dog rides Windspear while Gash rides atop Butterfly Bell. Cranky and Corker follow the carriage on rope leads, laden with the rest of their packs. The sun is already dipping below the palace to the west as they exit the east gates back onto the Long Road, this time in the opposite direction.
DM shield:
7
While there are many travelers on the Long Road, including nobles, merchants, and visitors coming and going from the capital, one band of travelers keeps pace with the party almost perfectly. When the party stops to feed and water the horses and stretch their legs, so do the riders behind them. When darkness falls and the party begin to inquire at the roadside inns, the riders stop to check their map, answer nature's call, or feed their horses. They never seem to inquire at any of the inns themselves, however. At one point, Tock and Dog emerge from the inn, again unable to secure enough rooms for the entire party, when one of the riders turns and blows a piercing whistle through his fingers. Back on the Long Road, the riders behind them soon start up as well, maintaining a near constant 1/2 mile distance from the carriage.
The moon begins its rise, shining a little more light on the chilly winter evening. Gentoa has fallen asleep and the party has managed to travel about 13 miles from the capital when they arrive at the next possible stop. Fortune & Favor sounds like a typical inn that would appeal to a traveling merchant or visitor to the capital but it turns out to be an exceedingly plush inn set back more than a mile from the Long Road. They travel under decorative stone arches covered in vines and alongside long, perfectly trimmed evergreen hedges. A huge estate with a roundabout at the entrance for carriages that leads off to the stables greets them at the end of the long drive. A pair of footmen, a driver, and a butler all emerge to help unload the carriage and stable the mounts. Yes, they have enough rooms available. It looks to be luxurious.
The riders that were following them did not seem to do so down the Fortune & Favor's drive. As the adventurers left the Long Road, the riders stopped, bunching together in a quiet conversation. Neventi and Gentoa head to their room immediately, exhausted from the late hour. The rest of the party remain in the lounge while their gear is transported to the remaining rooms...
Expenditures:
120 gp for a posh carriage
1 gp for 3 days of feed for the mounts
8 gp for the night at the Fortune & Favor (no meals included)
Anyone that wants dinner pays 1 gp.
“Oof... that’s a steep price.” Martin pays for dinner, but eats quickly.
“I think I’m going to go take a look to make sure those riders didn’t follow us. If they did, it’s probably time to set these suckers straight, and get ‘em on their way to botherin’ somebody else.”
Paladin - warforged - orange
Not sure if this is a retroactive request, but during one of the stops at a full inn, when the other riders are stopping for their own reasons, can Dog dismiss Stitches, and then have her reappear right behind one of the other riders, and then ideally just crawl up the wheel to the underside of the carriage to listen in? Or if they do not have a carriage, have her appear on an overhang or arch or wall right next to a rider none of the others are looking at and slowly drop down via spiderweb onto a saddlebag and burrow in to listen? Dog definitely at least curious and at most, suspicious, and would want to listen to what they're saying while they're following them.
Whether or not this works, Dog, noticing that they declined to follow them to the fancy inn, would have Stitches either stay secreted away to listen to the furious whispering (if it was successful earlier), or appear on the ground behind Dog and double back to get close enough to the other riders to listen into what they're saying.
Rolls for whatever MD requires!
Vanilla d20 rolls: 12 15 1 15
Dog would nod at Martin wordlessly at the invite to go check out the riders, ready to accompany him.
They never get within 100 feet, though.
Ah, they whistled a half mile down the Long Road, got it. Sorry. Didn't really understand at first.
I don't quite get the spell description - should I read it as saying that when the familiar leaves 100 feet, it can keep following instructions (listen, remember) and then once it's back within 100 feet and we can communicate telepathically, it can relay what it saw? If so, Dog will have Stitches stay behind at the turnoff, hiding under a bush, and watch and listen to the group of riders. If Dog notices they are still following, he'll turn off and stay behind, 100 feet from Stitches, but I'm assuming with the 1/2 mile distance, he wouldn't, so we're back to Dog offering to come along with Martin to see where they are. He'd stay back a bit and let the stealthy ranger be the one to get closer, but Dog would have Stitches creep ahead along with or ahead of Martin.
My bad. Hopefully it is clear now.
Yes, that is okay.
Shall we go with this then?
Martin
stealth 22 26
perception 10 14
two rolls each in case of advantage for low light, disadvantage for total darkness, forest as a favored terrain, whatever mixup you seem to think fair. I’m looking for troublemakers and doing my best to hide from them in turn.
Paladin - warforged - orange
Tock joins Martin for both the meal and the scouting.
Before they step outside, he puts his hand on Martins shoulder and holds him back. "Lets take precautions." He uses Blessing of the Trickster on him, which is advantage on stealth checks for 1 hour for Martin. And then casts Pass without Trace to magically leave no tracks at all.
"Dog, let us handle this, keep your familiar on the lookout nearby."
And they head out, "Stay close, the magic is of a limited range."
Stealth check 1: 25 and 2: 23