Nate feels great after a good nights rest, and while he understands the dangers that await he is eager to get started on the journey and to meet up with Leosin to get more details about this cult. they all need to die
Nate says goodbye to Castellan - with little emotion, but in a pleasant way nonetheless. "And thank you once again for your hospitality here. I hope one day I can come back and perhaps take up residence." Who knows at this point if Nate'd even be back.
Nate would spend a good amount of time with each horse, admiring them and their beauty. He'd pick Hunter, the black stallion, and when riding he'd be in the middle of the pack, likely #3.
Jalt will mount Starlight and take up the rear in the marching order. As he says goodbye to Castellan, he tosses a pouch with the 10 platinum pieces he grabbed from Mondath and tosses it to him. Make sure Okkie gets that.
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Soar definitely gives Castellan Escobert a big hug when he says goodbye. Same for Jasa. When Jalt throws the pouch to Escobert, she smiles wide at the generosity, (though she doesn't know what's in it).
She is going to try to make Corala love her, and will assume second in the marching order to give Elspeth's keener eyes a chance to spot danger or odd things on the road (unless Elspeth wants to be second, in which case Soar will happily take the lead).
On the way out of town she stops by the temple to see if Brother Eadyan is around for another hug -- she will also let him know where they're headed and thank him again for everything.
Whoever is in the lead, and she hopes it's Elspeth, Soar suggests takes the lenses to help keep an eye out.
(Has someone added the potions to their inventories? If none of you want them, Soar will hold onto them for group use later...)
Elspeth quietly says her goodbyes to Jasa and the Castellan, returning Jasa's hug with before seating herself on Netta. Elspeth will take the lead, and will dutifully accept the lenses (and attune to them, assuming they've had the time to do so before they left) to keep a better lookout for the group, well aware that they were travelling through areas filled with potential danger.
Jalt, the Castellan grabs the pouch. The kobold? Of course. He feels the weight of it, but has no idea what kind of coin is inside; still, he frowns slightly.
Soar, Jasa laughs and leans into the hug, Escobert not so much. That's one for two, which is a good day in your experience. You can make an Animal Handling check if you wish to bond with your horse, though please do also describe what you actually do to win her over. She's not standoffish, but she just doesn't know you yet. Brother Eadyan is also happy to hug you, and gives you all a gift of a Potion of Healing each as a parting gift. A kind soul in Beregost sent some as a gift, but if the Gods are kind, that is not the sort of aid we need right now. Such things can dangerous - they give the idea that healing will always be magical and instantaneous, and so they take greater risks. I think these are better with you, if you intend to do good. That's two positive hug reactions out of three, an excellent start to the day.
Elspeth leads you out of the Keep and out of the town. People wave, and a few ask you if you will return, though they don't seem as worried as you might have thought - it seems the governor has spread the word that the raiders are headed out of the area, and people are feeling positive about the future.
Elspeth, you attuned to the Eyes of the Eagle last night while you were having dinner, and have been wearing them ever since. The sensation is strange from the outset - colours are more vivid, people's faces sharper - you seem to notice every twitch and every freckle. But even that is nothing compared to how it feels when you are leaving Greenest and riding out into the countryside; you're amazed at how far you can see, and how much detail even far off. The day is fine, the sky blue with hardly a cloud to be seen, and at times it verges on sensory overload as you can see every field, every hilltop, extremely clearly. Of course, you grow used to it over the course of the day and it no longer makes you feel strange; in fact, when you take them off at night, you blink multiple times as the world seems to blur. You vision returns to normal within seconds though.
(Please each add one regular potion of healing to your inventories.)
You are travelling from Greenest to Elturel. The countryside between the two is mostly gentle hills and fields, some farmland and some wilderness. Escobert advised you to keep to the roads, but Lasani suggested that there was little danger to a group like you in the wilderness and you might reach the city in five days rather than six if you head there directly. Are you keeping to the roads (which will involve passing near to Berdusk and through Scornubel - you can make a History check about either town if you wish), or are you riding as the crow flies?
Jalt, you know that Scornubel is known as the City of Caravans, and is the trading centre of Elturgard, the small nation whose capital Elturel is your destination. Scornubel is a good place to do business, but somewhat more unruly and less devout than the other towns and cities of Elturel, with many strange visitors and rumour of the thieves' guild. It has a single temple, to Lathander, though worship of all good-aligned gods is encouraged, and as a cleric of Bahamut you would expect to find welcome in any place across Elturgard.
Wanting to do some business in Scornubel, Jalt would convey this information to the others. There is a blacksmith that I wish to visit in Scornubel. Jalt says. I have an idea to make use of what we confiscated and if there's anything that you would like to sell, that would be the place. But we'll have to be on guard, its not the most savory place to be at times.
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Elspeth would agree to Jalt's decision to offload some of their stuff. "It'll be a good idea to sell what we collected from the camp somewhere,and I don't see any reason we need to risk the possibility of getting lost for a day off our travels."
This post has potentially manipulated dice roll results.
Soar just acts super calmly around the mare, not looking it in the eye, and offering some fruits and veggies, allowing her to sniff her hands. She'll walk with her for a while, letting the horse guide for a bit, and then asking softly if she'd like to go for a ride, and mounting in one swift movement, and keeping a a tight rein. Animal handling: 11
She thanks Brother Eadyan profusely, and nods at his advice about not taking healing for granted. She's a bit quiet after that.
History check Beredusk: 11 History check Scornubel: 14
Soar's good with keeping to the roads. "I haven't really had much gold before, so being able to shop at stores and maybe get some nice, useful things sounds like a wonder."
She spends most of the journey happily observing the road, fellow travelers, and the countryside. She's very helpful and tries to give each companion plenty of care and attention in turn, really content to no longer be rushing around so heedlessly and in a panic.
Elspeth, you've heard the name 'Berdusk' and could say it was near to Scornubel, but you don't know much about it.
Soar, you barely know more than that, other than it's a large town known for its artisans - mostly carpenters, potters and other creators of crafts of little interest to the adventurer. And you know that Scornubel is the 'City of Caravans' and that while worship of Kelemvor is permitted there, there is no temple in the city.
You pass two pleasant but uneventful days riding east towards where the road from Greenest meets the road from Iriaebor to Scornubel, and then you turn north. Mostly the countryside remains fields and wildlands, with occasional farms dotted near the road, perhaps the odd village set a few hundred kilometres back - although this is a trading way, it seems people don't want to mess with travellers and build their houses accordingly some distance from the main road.
There is small inn where the roads actually meet, and you can stop there to spend the night if you wish (deduct 5 silver from you inventory.) For each day passed, you can deduct one set of rations, unless someone wishes to forage for food. As you have two druids with you, foraging will be fairly simple to accomplish in relatively fertile lands like this, though this will not always be the case.
During your trip, you have encountered a few travelling merchants, one small band of bards with their accompanying mercenary guards, and a noble who rode past with her nose in the air, not deigning to speak to you. The roads are quiet, and the journey peaceful.
On the third day, headed north in the general direction of Berdusk, you pass through a relatively rocky area of small hills. It's the perfect spot for an ambush.
Two wagons are stopped in the middle of the road. Around eight armed men and woman surround it. Atop one wagon stands a dwarf, and she's holding up her hands in a placating or surrendering gesture. Two more dwaves stand around, and there is one body, which only Elspeth can see for sure is another dwarf, lying on the ground. They are still perhaps a hundred and twenty feet away, but one of the armed women, a human, notices your approach - again, Elspeth sees this clearly. There is no actual fighting going on at this moment, but you can see the tension and fear on the dwarfs' faces.
Nate enjoys every moment of the trip so far, taking in all of the beauty of the countryside as well as getting to know his horse. He is not really concerned about the fact that he has no knowledge about the lore of Scornubel and Berdusk... Nate isn't from around here. Like nowhere even close. 1000+ miles away in fact! He is rather excited though to hear that the group may be able to spend some of the money they've just earned in one of these upcoming towns. He's also getting eager to meet up with Leosin to learn more of this cult. Perhaps someone in one of these towns will know as well?
Nate would've definitely foraged for food for the 2 days so far for everyone. Survival: 14
And he would've also suggested to the party that they stay in the Inn!
(Let me know if we have to remove rations as well as silver if we end up staying)
As for the wagons encounter... Nate tenses up. "Elspeth - can you see how well the would-be attackers are armed?" Nate will then wait for the others to act and/or greet the woman who has noticed our approach. He knows by now when to keep his mouth shut. Or so he thinks.
Soar will take a look at the closest hills and rocks to see if there are signs of others hidden, asking Elspeth if she can see anything there as well. (Soar perception: 10)
"This doesn't look good. Unless the dwarves on that wagon train are hardened criminals and the people threatening them mean well, then I'd say it looks like highway robbery. Which isn't very friendly. No chance sneaking on this one, and it might turn bloody, so if anyone's got any spells that will make us stronger or better for combat, now's the time to cast. I'd suggest me keep approaching, eyes sharp, and look out for more of them hidden in the hills. If they threaten us, I'd say we'd have to defend ourselves, right?"
She doesn't obviously put her hand on the hilt of her longsword, and she doesn't reach for a javelin, but she keeps her hand ready to grab either, situation permitting. She keeps a smile on her face, and moves Corala up next to Elspeth's horse, not wanting the druid to be anyone's first target.
What are the armed men and women armed with? Are they mounted? Do they seem like they just came out of the surrounding hills? Are they just standing there waiting, or are they in the middle of something? How travel-worn do they seem? And is the body on the ground moving at all? How many on the wagon train?
This post has potentially manipulated dice roll results.
Nate, as you are travelling you find 8 rations' worth of food each day, but mostly things that will not keep- the occasional berry bush you spot from horseback, and some root vegetables you find as the others are setting up camp in the evening. Nevertheless, you are able to feed the party without anyone using their trail rations. It's up to you if you want to eat in the inn, but you don't need to.
Nate and Soar, from this distance you can see the men and women are armed, perhaps with shortswords or scimitars - none actually have weapons drawn, so it's not easy to see from here. (Elspeth of course can see they are scimitars!)
Soar, you don't see any sign of more attackers lurking nearby. Nor any mounts. You can't say where they have come from. They are all standing in the middle of the road, the armed folk surrounding the wagons, and there does seem to be a tense conversation going on. You can't tell from this distance whether they are particularly travel-worn, and the body on the ground doesn't seem to be moving. You only see the dwarf standing on the wagon - more accurately standing in the driver's seat - and the two standing in the road. The wagons are large enough for there to be people sitting inside - but they are closed, and you cannot see inside.
This post has potentially manipulated dice roll results.
"Well guys... from what we've been through already, these people don't look like much at all. Let's go see what's up. See if the dwarfs need help."
Nate will follow a more confident party member as they move forward. He looks at Soar and gives her a nod of ready. He will not draw any weapons, nor cast any spells at this point.
Actually... Nate will cast Speak With Animals right now, and explain to all of our horses that if something crazy happens here and we have to quickly dismount, to please let us off as fast as possible and wait back 100 feet or so until we take care of business. If anything happens, that is.
Nate, the horses appreciate the warning. They are fairly sanguine about two-legs fighting other two-legs with metal poles. This is known to horsekind as a thing that two-legs do, and Netta in particular has seen this several times. They will be very happy to remain at a distance, and hope that you are successful.
Nate feels great after a good nights rest, and while he understands the dangers that await he is eager to get started on the journey and to meet up with Leosin to get more details about this cult. they all need to die
Nate says goodbye to Castellan - with little emotion, but in a pleasant way nonetheless. "And thank you once again for your hospitality here. I hope one day I can come back and perhaps take up residence." Who knows at this point if Nate'd even be back.
Nate would spend a good amount of time with each horse, admiring them and their beauty. He'd pick Hunter, the black stallion, and when riding he'd be in the middle of the pack, likely #3.
Jalt will mount Starlight and take up the rear in the marching order. As he says goodbye to Castellan, he tosses a pouch with the 10 platinum pieces he grabbed from Mondath and tosses it to him. Make sure Okkie gets that.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Soar definitely gives Castellan Escobert a big hug when he says goodbye. Same for Jasa. When Jalt throws the pouch to Escobert, she smiles wide at the generosity, (though she doesn't know what's in it).
She is going to try to make Corala love her, and will assume second in the marching order to give Elspeth's keener eyes a chance to spot danger or odd things on the road (unless Elspeth wants to be second, in which case Soar will happily take the lead).
On the way out of town she stops by the temple to see if Brother Eadyan is around for another hug -- she will also let him know where they're headed and thank him again for everything.
Whoever is in the lead, and she hopes it's Elspeth, Soar suggests takes the lenses to help keep an eye out.
(Has someone added the potions to their inventories? If none of you want them, Soar will hold onto them for group use later...)
Elspeth quietly says her goodbyes to Jasa and the Castellan, returning Jasa's hug with before seating herself on Netta. Elspeth will take the lead, and will dutifully accept the lenses (and attune to them, assuming they've had the time to do so before they left) to keep a better lookout for the group, well aware that they were travelling through areas filled with potential danger.
Jalt, the Castellan grabs the pouch. The kobold? Of course. He feels the weight of it, but has no idea what kind of coin is inside; still, he frowns slightly.
Soar, Jasa laughs and leans into the hug, Escobert not so much. That's one for two, which is a good day in your experience. You can make an Animal Handling check if you wish to bond with your horse, though please do also describe what you actually do to win her over. She's not standoffish, but she just doesn't know you yet. Brother Eadyan is also happy to hug you, and gives you all a gift of a Potion of Healing each as a parting gift. A kind soul in Beregost sent some as a gift, but if the Gods are kind, that is not the sort of aid we need right now. Such things can dangerous - they give the idea that healing will always be magical and instantaneous, and so they take greater risks. I think these are better with you, if you intend to do good. That's two positive hug reactions out of three, an excellent start to the day.
Elspeth leads you out of the Keep and out of the town. People wave, and a few ask you if you will return, though they don't seem as worried as you might have thought - it seems the governor has spread the word that the raiders are headed out of the area, and people are feeling positive about the future.
Elspeth, you attuned to the Eyes of the Eagle last night while you were having dinner, and have been wearing them ever since. The sensation is strange from the outset - colours are more vivid, people's faces sharper - you seem to notice every twitch and every freckle. But even that is nothing compared to how it feels when you are leaving Greenest and riding out into the countryside; you're amazed at how far you can see, and how much detail even far off. The day is fine, the sky blue with hardly a cloud to be seen, and at times it verges on sensory overload as you can see every field, every hilltop, extremely clearly. Of course, you grow used to it over the course of the day and it no longer makes you feel strange; in fact, when you take them off at night, you blink multiple times as the world seems to blur. You vision returns to normal within seconds though.
(Please each add one regular potion of healing to your inventories.)
You are travelling from Greenest to Elturel. The countryside between the two is mostly gentle hills and fields, some farmland and some wilderness. Escobert advised you to keep to the roads, but Lasani suggested that there was little danger to a group like you in the wilderness and you might reach the city in five days rather than six if you head there directly. Are you keeping to the roads (which will involve passing near to Berdusk and through Scornubel - you can make a History check about either town if you wish), or are you riding as the crow flies?
History check on Scornubel: 19
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Jalt, you know that Scornubel is known as the City of Caravans, and is the trading centre of Elturgard, the small nation whose capital Elturel is your destination. Scornubel is a good place to do business, but somewhat more unruly and less devout than the other towns and cities of Elturel, with many strange visitors and rumour of the thieves' guild. It has a single temple, to Lathander, though worship of all good-aligned gods is encouraged, and as a cleric of Bahamut you would expect to find welcome in any place across Elturgard.
Wanting to do some business in Scornubel, Jalt would convey this information to the others. There is a blacksmith that I wish to visit in Scornubel. Jalt says. I have an idea to make use of what we confiscated and if there's anything that you would like to sell, that would be the place. But we'll have to be on guard, its not the most savory place to be at times.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Elspeth would agree to Jalt's decision to offload some of their stuff. "It'll be a good idea to sell what we collected from the camp somewhere,and I don't see any reason we need to risk the possibility of getting lost for a day off our travels."
History check on Berdusk: 8
Soar just acts super calmly around the mare, not looking it in the eye, and offering some fruits and veggies, allowing her to sniff her hands. She'll walk with her for a while, letting the horse guide for a bit, and then asking softly if she'd like to go for a ride, and mounting in one swift movement, and keeping a a tight rein. Animal handling: 11
She thanks Brother Eadyan profusely, and nods at his advice about not taking healing for granted. She's a bit quiet after that.
History check Beredusk: 11
History check Scornubel: 14
Soar's good with keeping to the roads. "I haven't really had much gold before, so being able to shop at stores and maybe get some nice, useful things sounds like a wonder."
She spends most of the journey happily observing the road, fellow travelers, and the countryside. She's very helpful and tries to give each companion plenty of care and attention in turn, really content to no longer be rushing around so heedlessly and in a panic.
Elspeth, you've heard the name 'Berdusk' and could say it was near to Scornubel, but you don't know much about it.
Soar, you barely know more than that, other than it's a large town known for its artisans - mostly carpenters, potters and other creators of crafts of little interest to the adventurer. And you know that Scornubel is the 'City of Caravans' and that while worship of Kelemvor is permitted there, there is no temple in the city.
You pass two pleasant but uneventful days riding east towards where the road from Greenest meets the road from Iriaebor to Scornubel, and then you turn north. Mostly the countryside remains fields and wildlands, with occasional farms dotted near the road, perhaps the odd village set a few hundred kilometres back - although this is a trading way, it seems people don't want to mess with travellers and build their houses accordingly some distance from the main road.
There is small inn where the roads actually meet, and you can stop there to spend the night if you wish (deduct 5 silver from you inventory.) For each day passed, you can deduct one set of rations, unless someone wishes to forage for food. As you have two druids with you, foraging will be fairly simple to accomplish in relatively fertile lands like this, though this will not always be the case.
During your trip, you have encountered a few travelling merchants, one small band of bards with their accompanying mercenary guards, and a noble who rode past with her nose in the air, not deigning to speak to you. The roads are quiet, and the journey peaceful.
On the third day, headed north in the general direction of Berdusk, you pass through a relatively rocky area of small hills. It's the perfect spot for an ambush.
Two wagons are stopped in the middle of the road. Around eight armed men and woman surround it. Atop one wagon stands a dwarf, and she's holding up her hands in a placating or surrendering gesture. Two more dwaves stand around, and there is one body, which only Elspeth can see for sure is another dwarf, lying on the ground. They are still perhaps a hundred and twenty feet away, but one of the armed women, a human, notices your approach - again, Elspeth sees this clearly. There is no actual fighting going on at this moment, but you can see the tension and fear on the dwarfs' faces.
what would you like to do?
Nate enjoys every moment of the trip so far, taking in all of the beauty of the countryside as well as getting to know his horse. He is not really concerned about the fact that he has no knowledge about the lore of Scornubel and Berdusk... Nate isn't from around here. Like nowhere even close. 1000+ miles away in fact! He is rather excited though to hear that the group may be able to spend some of the money they've just earned in one of these upcoming towns. He's also getting eager to meet up with Leosin to learn more of this cult. Perhaps someone in one of these towns will know as well?
Nate would've definitely foraged for food for the 2 days so far for everyone. Survival: 14
And he would've also suggested to the party that they stay in the Inn!
(Let me know if we have to remove rations as well as silver if we end up staying)
As for the wagons encounter... Nate tenses up. "Elspeth - can you see how well the would-be attackers are armed?" Nate will then wait for the others to act and/or greet the woman who has noticed our approach. He knows by now when to keep his mouth shut. Or so he thinks.
If Nate can try to tell from back 100 feet how well they are armed, here's his perception check: 11
Soar will take a look at the closest hills and rocks to see if there are signs of others hidden, asking Elspeth if she can see anything there as well. (Soar perception: 10)
"This doesn't look good. Unless the dwarves on that wagon train are hardened criminals and the people threatening them mean well, then I'd say it looks like highway robbery. Which isn't very friendly. No chance sneaking on this one, and it might turn bloody, so if anyone's got any spells that will make us stronger or better for combat, now's the time to cast. I'd suggest me keep approaching, eyes sharp, and look out for more of them hidden in the hills. If they threaten us, I'd say we'd have to defend ourselves, right?"
She doesn't obviously put her hand on the hilt of her longsword, and she doesn't reach for a javelin, but she keeps her hand ready to grab either, situation permitting. She keeps a smile on her face, and moves Corala up next to Elspeth's horse, not wanting the druid to be anyone's first target.
What are the armed men and women armed with? Are they mounted? Do they seem like they just came out of the surrounding hills? Are they just standing there waiting, or are they in the middle of something? How travel-worn do they seem? And is the body on the ground moving at all? How many on the wagon train?
Nate, as you are travelling you find 8 rations' worth of food each day, but mostly things that will not keep- the occasional berry bush you spot from horseback, and some root vegetables you find as the others are setting up camp in the evening. Nevertheless, you are able to feed the party without anyone using their trail rations. It's up to you if you want to eat in the inn, but you don't need to.
Nate and Soar, from this distance you can see the men and women are armed, perhaps with shortswords or scimitars - none actually have weapons drawn, so it's not easy to see from here. (Elspeth of course can see they are scimitars!)
Soar, you don't see any sign of more attackers lurking nearby. Nor any mounts. You can't say where they have come from. They are all standing in the middle of the road, the armed folk surrounding the wagons, and there does seem to be a tense conversation going on. You can't tell from this distance whether they are particularly travel-worn, and the body on the ground doesn't seem to be moving. You only see the dwarf standing on the wagon - more accurately standing in the driver's seat - and the two standing in the road. The wagons are large enough for there to be people sitting inside - but they are closed, and you cannot see inside.
"Well guys... from what we've been through already, these people don't look like much at all. Let's go see what's up. See if the dwarfs need help."
Nate will follow a more confident party member as they move forward. He looks at Soar and gives her a nod of ready. He will not draw any weapons, nor cast any spells at this point.
Are there any animals around? Perception 24
(Sorry... other than our horses)
Actually... Nate will cast Speak With Animals right now, and explain to all of our horses that if something crazy happens here and we have to quickly dismount, to please let us off as fast as possible and wait back 100 feet or so until we take care of business. If anything happens, that is.
(-5 sp from character sheet)
Soar's ready to approach, nodding at Nate. (Also subtracted 5sp from my sheet)
Nate, the horses appreciate the warning. They are fairly sanguine about two-legs fighting other two-legs with metal poles. This is known to horsekind as a thing that two-legs do, and Netta in particular has seen this several times. They will be very happy to remain at a distance, and hope that you are successful.