Nate hangs around the gate and keeps an eye out for cultists. You don't see any yet...
Soar's performance is not great. But the next day, as she helps out healing folks with minor injuries, she feels a little better. Many of those who you help are too poor to reward you (which is why they hadn't sought out other healing), so they can only give you a handful of coppers. If you accept them, you make a total of 19 coppers over three days.
Jalt and Elspeth, you find your way to the magical shop that Soar and Nate mentioned, and the shopkeeper guides you to one of the enchanters who works nearby. The enchanter, a young gnome operating a new business, is creating an amulet with healing and warding properties, and you are able to lend her aid through casting the healing magic that you are familiar with. You are able to speed up the process, and she's pleased that she will be able to complete the job earlier than planned which will help her reputation. She pays you a total of 25 gold each for three days' of work.
Eight days after arriving in Baldur's Gate, you are visiting Ackyn Selebon to catch up on his news, and he informs you that he has a large package address to Jalt. It is a large bundle of cloth, and you can tell the contents from the shape; when you open it, you find the armour and greatsword that you ordered back in Elturel. The craftsmanship is of course excellent, and the greatsword in particular is clearly a labour of love, with the symbols and markings honouring the platinum dragon criss-crossing the blade and catching the light beautifully.
Time is moving forward, and Selebon suspects that the cultists will show themselves soon. Is there anything important you want to do in your remaining few days?
Elspeth hangs around more and more near the docks and the gates of the city as time passes, anxious that she hasn't spotted sight of the cultists yet. Are there any urchins around the city? If so, during the last few days Elspeth would have tried to engage a few here and there to look out for any interesting or obviously suspicious behavior in the streets, to provide eyes when the rest of the party isn't available. She'd offer a few coppers each, and a few more to ensure they keep quiet about it.
Nate has nothing else he wishes to do in Baldur's Gate at this time. He is now only laser focused on locating any cultists and continues to keep a close eye out as the days start to pile up. He will actually change around his spells on the last night, selecting all of the animal based spells he knows, thinking he might be able to use a few of them to convince the cultists to sign him up as a guard. A special guard with special animal powers.
Nate is thinking that the others are going to have no issues getting picked up and hopefully he can also pull it off.
(money also removed for 8 days plus meal at the inn, 64 sp)
Nate would've also taken a day or two to get used to his whip. He thinks it will still be a nice character prop for when the time comes, and really has no idea how to use it, but is going to practice with it at least so he gets a feel for it.
Soar will gracefully refuse the coppers she is offered for healing. Definitely not a profit motive there. She just hates the idea of anyone needlessly in pain or hurt, when there's a bunch of gods and goddesses who can fix that if people pay attention.
She has also privately concluded that her gloves of missile snaring are definitely not able to make her musically proficient. (Perhaps she goes by the fish market where they are throwing around fish and produce like in Pike's Place Market and demonstrates an aptitude for working there to make some coin on her downtime? Har har?)
OOC: The package also contained Soar's armor, right?
Soar will also stop by the area north of the city once or twice a day where the caravans stage for trips north. She's trying to make some contacts among the people who work around the area, first to ask them to keep an eye out for interesting things they see (offering a few coppers like Elspeth is doing with the street urchins), and also to get to know the area. Most importantly she's trying to keep an eye out in the staging area as well, just in case the cult has found another way into the city and they were missed at the gates. She'll look for people she recognizes, and also for the kinds of loot that might have come from Greenest.
The package does indeed contain both Jalt and Soar's vibrant purple armour, which would instantly be recognisable to most cultists who were present in the raider camp and the attack on Greenest. :)
There's no work to be had throwing or catching fish. The fishmongers at the market react poorly to the idea, and wave you away if you suggest it.
Elspeth, there are urchins and they are happy to take your coin. Make a Persuasion check to get them on your side and to give a clear description of what you're looking for, and deduct 19 coppers.
Time is passing, and you are beginning to find traders and other travellers gathering in the Blackgate district, many in the tavern where you are staying, awaiting the formation of the next caravan. You cannot be certain that this caravan will not leave before the cultists arrive, but it may turn out to be the right one. You meet three people of potential interest, all staying in your tavern:
Lai Angesstun, a male dwarf merchant whose wagon is loaded with expensive oils from the south Leda Widris, a female human guard who is looking to sign on as you are, but wants to wait for more traders to assemble Edhelri Lewel, a female moon elf merchant taking exotic woods from Chult to Waterdeep
You can observe or interact with these people if you wish.
Man Soar is really testing out her inner optimism with all this failure and rejection! She’s stocking it away to use to get into character as Boar :)
She would like to try to charm the pants off Leda (to get tips on how to get hired on, and to establish herself as a pessimistic, hilarious, and inwardly compelling failed bard as Boar), and also Edhelri (to see how many guards she would be looking to hire and to establish herself as a capable fighter, experienced caravan guard, and failed bard). She will draw upon her experience with Jasa as an actual caravan guard, though not talking about Jasa or Greenest in particular, as well as the travels she and Elspeth undertook to get to Greenest. Happy to do whatever rolls you want...
Leda first. She will sit down next to her and begin telling similar stories to what she's been telling others. Getting caught in the rain. Fighting off wolves that the merchant really thought were worgs. Chasing runaway horses. A long hijink-filled story about her failed bard career, and showing the pity coppers she just earned at the city gates. Very dry, pessimistic humor. "So I'm back in the business. Haven't really been here before, so what should I know so I don't screw myself over like I have in the past?"
Soar, Leda shrugs, smiling at the memories of her own work. Stay honest. Work hard. Don't cause trouble. Listen more than you talk. I don't know. I've met some really big... personalities on the road in my years. Loud, showy, attracting a lot of attention. Sometimes that makes them popular, but more often it's the opposite. I keep my head down and work hard, and somehow I'm usually able to find good work. I think most merchants just want to pay us and not think about us too much, to be honest. Some people don't like that, but for me, it works pretty well.
Leda tells a story from her own past, about a caravan that was attacked by a troll in a swamp - it was so damp, it was really hard to kill the thing because they couldn't get anything to light and burn it. They had to kill it four times before it would finally stay down. Her manner of storytelling is very matter of fact, and you notice that she doesn't highlight her own role or attempt to impress.
You get on pretty well with Leda, and talk with her late into the night.
The following night, you attempt to speak with Edhelri, who is a little more standoffish. That requires a Persuasion role to get her to engage with you, and your first d20 roll makes a 10 total for persuasion. That's enough to be a brief, polite conversation: I'm looking to hire one or two guards. But not tonight. Just before we leave. Perhaps we can speak again then. If you don't mind, I'd prefer to dine alone tonight.
Nate, you are not proficient with whips, and one or two days' practice makes little difference. You are lucky not to take your eye out more than once, and people passing nearby swear and scowl at you as you come dangerously close to injuring them.
This post has potentially manipulated dice roll results.
Persuasion check: 2
Elspeth would welcome some suggestions for what to look out for, but to start off with she would want the urchins to tell her if they see:
Anyone that comes in with an obvious amount of wealth, gold, treasure, using the treasure they recovered from Greenest as a baseline.
The name Rezmir/Cyanwrath/Mondath
Anyone that spouts obvious draconic features/symbolism.
Purple armor/robes like what Cyanwrath was wearing
During meals in the tavern she'd also like to casually show off some of her magic, proving to any potential employee's she's fairly competent, although she doesn't do anything that would mark her as obviously a druid. Things like opening/closing doors with thaumaturgy, finding things with magic. Closer to parlor tricks than magic, really.
Elspeth, the urchins seem to listen and, though you are not certain they take in the details, they are very happy to help out and very happy to take your coin, They don't recognise any of the names, but try to commit them to memory. Then they run off. You get updates from them each day, but they don't report having seen anything. You're not sure if you wasted your money or not.
In the tavern in the evenings, you see that both Lai Angesstun and Edhelri Lewel are interested in your magical displays, but neither approaches you unless you speak to them first.
"Hmmm... well this looked easier than it is..." Nate frowns and tends to his cuts that he likely has from his failed practice with the whip. He's still going to keep it on his side, as it's a good character prop. "Hopefully I don't have to use it." Nate mutters to himself as he heads into the tavern after seeing the caravan growing more rapidly today. He is hoping that he can meet back up with the others to hear about their progress and whatnot.
Nate enters the tavern on one of the given nights and would try and approachEdhelri Lewel the moon elf carrying the exotic woods."Evenin' Ma'am... the name is Nate. Pardon me for interrupting you on this fine glorious night, but I couldn't help but ta notice your there wood... by heavens I haven't seen cuts more beautiful than that in all my short time on this here earth. Where were they sourced? If you don't mind me asking, of course."Nate will tip his cowboy hat and then see what she says."I'm an able guardhand lookin' for work and I'd love nothing more than to accompany you and this beautiful wood."Nate will lean in closer to her"I also have a... well, Ma'am... a way with the wolves... I can see 'em comin' a mile away... well actually 5 miles heh heh... and I'm real good at keepin' em away. I know they are real thick out in these parts. What do you say? I don't require much pay... basically anything you could afford. It'd just be an honor to ride with this wood. Would hate for it to be in the wrong hands."
So, Nate's going to get hired on by her, in the hopes that she will be a part of the caravan that includes some cultists. If her caravan ends up leaving before the cultists come, he will make up a story about his mama dyin' and will not be able to take the job after all. If the cultists do end up arriving - then awesome.
Here are some rolls if needed(thanks Soar for the idea about Vanilla rolls and letting Steve do what he needs with them) 9 / 17 / 16 / 3
Nate, Edhelri is polite but a little standoffish. She listens to your spiel, and nods in agreement at the importance of wolves and anti-wolf strategies. Well, that's a fine tale. I'll keep it in mind. But I won't be hiring just yet. Most folks wait until the caravan's ready to head out, and I'll be doing the same. I'll keep your name in mind, though. Nate, was it? Nice to meet you, Nate. She then very firmly returns to her book, and ignores any attempts at further conversation.
It happens on the tenth day in Baldur's Gate. None of your spies have sent any word of warning, but it turns out that none is needed. You have all gathered at the tavern for the evening, and are sitting outside enjoying your meal as the sun is setting, but there's still decent light.
You've seen a few curtained palanquins in your time in Baldur's Gate. With horses and wagons mostly barred from the city and unable to travel its winding streets anyway, nobles and rich merchants need a way of getting around. One such large wooden vehicle is being carried by six bearers, all human, through the Blackgate and north in the general direction of your tavern. Soar and Elspeth, you notice one face that is definitely familiar. They're not wearing cultist robes of course, just regular leather armour, but you're certain that the last time you saw that face, its owner was in the cultist's area of the raiders' camp. (Soar and Elspeth can make an INT check if you wish, to try to remember exactly where you saw the face.)
As you watch, the palanquin, its bearers, and a troop of six guards pass you by and head towards Ackyn Selebon's shop.
This post has potentially manipulated dice roll results.
Soar intelligence check: 14
Seeing this, Soar will whisper, "that's them, I know that face,"and casually stand up and nod to Nate, Jalt, and Elspeth, placing the coins for her meal on the table. Her eyes widen at them, seeing the palanquin head toward Ackyn's. She stretches and pulls her cloak up over her head and begins strolling after the palanquin, trying to stay about 60 feet behind it. She'll sway and stagger a bit as if she's had a few too many at dinner.
"Yes indeed Ma'am... Nate it is. Nate the Great as they say back home! Hyuk Hyuk!! Thanks again for your time and I will be sure to look for your wagon closer to saddling up time. Until then."
Later on... Nate sees Soar's acknowledgement of the incoming palanquins and gives a nod back. oh shit ok here we go.... the next caravan's likely going to be the one we need to get in Nate thinks to himself as he will try and locate Edhelri and her exotic wood now that the time to leave could potentially be near. He's going to let Soar follow the palanquins toward Ackyn's as he assumes they are the cult and he needs to secure a job now ASAP.
Soar, you are a long way back and well hidden, and it's extremely unlikely you will be noticed at 60 feet. If you want to get closer, you will need to make a Stealth check or Deception check, depending on how you want to approach it.
The occupant of the palanquin remains unseen, but one of the guards speaks through the curtain, and then enters the shop. After a while, he comes out again with Ackyn Selebon who attempts to approach the palanquin; the guard raises a hand to block the way, not rudely; he seems to be apologetic, but insistant. You see Ackyn think, and then nod. The two go back into the shop for a while longer, and then return. Ackyn waves to someone in a building across the street, and they come over, followed by a few more, and a few more, and very quickly you see five large wagons pulled from storage behind Ackyn's shop and being led away by one of the guards, off down the street. It's clear that money has changed hands, and the guard who spoke to Ackyn nods. The palanquin resumes its journey, following the wagons north.
Soar would think about approaching closer, but she trusts Ackyn's ability to stay true to the black antlers. So she watches them go, waits a minute or two, and then approaches Ackyn's shop. When she sees him, she says, "so, any new business?"
He nods, and beckons you inside the shop, closing the door after you. That them? Suspicious bunch. There's no shortage of prissy nobles in this city who won't be seen out of some carriage or other, but they don't normally come to supervise business themselves. Still, it's not unheard of, and if our nobles are weird, southern ones are weirder still. I sold them five wagons and supplies to take them to Waterdeep and maybe beyond. You folks had best get down to business. I sold three more wagons earlier today, and I saw a fair number more arrive. The caravan will set out tomorrow, most likely.
Back at the tavern, there's a sudden flurry of activity as it becomes known that a caravan has assembled - it's amazing how sudden it is, but you get the sense that this is not too unusual. The common room is abuzz with life, as is the street outside the tavern.
You now have the option of attempting to get hired on by one of the traders or travellers as a guard or bodyguard. You have a total of seven options - the two you've already seen:
Lai Angesstun, a male dwarf merchant whose wagon is loaded with expensive oils from the south Edhelri Lewel, a female moon elf merchant taking exotic woods from Chult to Waterdeep
Plus five more who arrived today:
Beyd Sechepol, a male half-elf merchant who is transporting cheap ale. He's not taking it to Waterdeep or the north - he's planning to sell it to the trader and guards of the caravan as you go, making his money on the journey. You get the sense he's done this many times successfully. Aldor Urnpoleshurst, a male human lawyer who looks very shifty; he appears to be from Baldur's Gate and wishing to leave in a hurry - he's looking for a bodyguard. Werond Toroha, a female human trader who is transporting small mechanical devices to sell at the markets in Waterdeep. Lasfelro the Silent, a male human merchant who rarely speaks, though he does occasionally. He won't reveal what he's transporting. Losvius Longnose, a male halfling trader who actually has three wagons, a small team of drivers and is looking for several guards.
To attempt to get hired on, tell me who you'd like to approach, and roll either a Persuasion check or an Athletics check - it's your choice which. The tavern common room is too public for you to use Guidance to any effect. Nate, you can add a +2 to your roll if you are approaching Edhelri Lewel,, because you have impressed her a little already. Soar, you can add a +2 to your roll if you are applying jointly with Leda Widris - she has decided to approach Lasfelro the Silent.
I'll tell you the result when you roll, and you'll have an option to accept it or roll again - this means approaching someone else, but you'll roll the second time with disadvantage and no bonuses, and that result will be final.
You do technically have the option to approach the cultists directly, though they are staying some ways north of the tavern area and are not openly recruiting for guards.
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Nate hangs around the gate and keeps an eye out for cultists. You don't see any yet...
Soar's performance is not great. But the next day, as she helps out healing folks with minor injuries, she feels a little better. Many of those who you help are too poor to reward you (which is why they hadn't sought out other healing), so they can only give you a handful of coppers. If you accept them, you make a total of 19 coppers over three days.
Jalt and Elspeth, you find your way to the magical shop that Soar and Nate mentioned, and the shopkeeper guides you to one of the enchanters who works nearby. The enchanter, a young gnome operating a new business, is creating an amulet with healing and warding properties, and you are able to lend her aid through casting the healing magic that you are familiar with. You are able to speed up the process, and she's pleased that she will be able to complete the job earlier than planned which will help her reputation. She pays you a total of 25 gold each for three days' of work.
Eight days after arriving in Baldur's Gate, you are visiting Ackyn Selebon to catch up on his news, and he informs you that he has a large package address to Jalt. It is a large bundle of cloth, and you can tell the contents from the shape; when you open it, you find the armour and greatsword that you ordered back in Elturel. The craftsmanship is of course excellent, and the greatsword in particular is clearly a labour of love, with the symbols and markings honouring the platinum dragon criss-crossing the blade and catching the light beautifully.
Time is moving forward, and Selebon suspects that the cultists will show themselves soon. Is there anything important you want to do in your remaining few days?
Elspeth hangs around more and more near the docks and the gates of the city as time passes, anxious that she hasn't spotted sight of the cultists yet. Are there any urchins around the city? If so, during the last few days Elspeth would have tried to engage a few here and there to look out for any interesting or obviously suspicious behavior in the streets, to provide eyes when the rest of the party isn't available. She'd offer a few coppers each, and a few more to ensure they keep quiet about it.
E
Nate has nothing else he wishes to do in Baldur's Gate at this time. He is now only laser focused on locating any cultists and continues to keep a close eye out as the days start to pile up. He will actually change around his spells on the last night, selecting all of the animal based spells he knows, thinking he might be able to use a few of them to convince the cultists to sign him up as a guard. A special guard with special animal powers.
Nate is thinking that the others are going to have no issues getting picked up and hopefully he can also pull it off.
(money also removed for 8 days plus meal at the inn, 64 sp)
Nate would've also taken a day or two to get used to his whip. He thinks it will still be a nice character prop for when the time comes, and really has no idea how to use it, but is going to practice with it at least so he gets a feel for it.
Soar will gracefully refuse the coppers she is offered for healing. Definitely not a profit motive there. She just hates the idea of anyone needlessly in pain or hurt, when there's a bunch of gods and goddesses who can fix that if people pay attention.
She has also privately concluded that her gloves of missile snaring are definitely not able to make her musically proficient. (Perhaps she goes by the fish market where they are throwing around fish and produce like in Pike's Place Market and demonstrates an aptitude for working there to make some coin on her downtime? Har har?)
OOC: The package also contained Soar's armor, right?
Soar will also stop by the area north of the city once or twice a day where the caravans stage for trips north. She's trying to make some contacts among the people who work around the area, first to ask them to keep an eye out for interesting things they see (offering a few coppers like Elspeth is doing with the street urchins), and also to get to know the area. Most importantly she's trying to keep an eye out in the staging area as well, just in case the cult has found another way into the city and they were missed at the gates. She'll look for people she recognizes, and also for the kinds of loot that might have come from Greenest.
The package does indeed contain both Jalt and Soar's vibrant purple armour, which would instantly be recognisable to most cultists who were present in the raider camp and the attack on Greenest. :)
There's no work to be had throwing or catching fish. The fishmongers at the market react poorly to the idea, and wave you away if you suggest it.
Elspeth, there are urchins and they are happy to take your coin. Make a Persuasion check to get them on your side and to give a clear description of what you're looking for, and deduct 19 coppers.
Time is passing, and you are beginning to find traders and other travellers gathering in the Blackgate district, many in the tavern where you are staying, awaiting the formation of the next caravan. You cannot be certain that this caravan will not leave before the cultists arrive, but it may turn out to be the right one. You meet three people of potential interest, all staying in your tavern:
Lai Angesstun, a male dwarf merchant whose wagon is loaded with expensive oils from the south
Leda Widris, a female human guard who is looking to sign on as you are, but wants to wait for more traders to assemble
Edhelri Lewel, a female moon elf merchant taking exotic woods from Chult to Waterdeep
You can observe or interact with these people if you wish.
Man Soar is really testing out her inner optimism with all this failure and rejection! She’s stocking it away to use to get into character as Boar :)
She would like to try to charm the pants off Leda (to get tips on how to get hired on, and to establish herself as a pessimistic, hilarious, and inwardly compelling failed bard as Boar), and also Edhelri (to see how many guards she would be looking to hire and to establish herself as a capable fighter, experienced caravan guard, and failed bard). She will draw upon her experience with Jasa as an actual caravan guard, though not talking about Jasa or Greenest in particular, as well as the travels she and Elspeth undertook to get to Greenest. Happy to do whatever rolls you want...
Let's focus on one first. Who will Boar approach, and how will she open the conversation?
Leda first. She will sit down next to her and begin telling similar stories to what she's been telling others. Getting caught in the rain. Fighting off wolves that the merchant really thought were worgs. Chasing runaway horses. A long hijink-filled story about her failed bard career, and showing the pity coppers she just earned at the city gates. Very dry, pessimistic humor. "So I'm back in the business. Haven't really been here before, so what should I know so I don't screw myself over like I have in the past?"
Vanilla d20 rolls:
4 3 18 17
Soar, Leda shrugs, smiling at the memories of her own work. Stay honest. Work hard. Don't cause trouble. Listen more than you talk. I don't know. I've met some really big... personalities on the road in my years. Loud, showy, attracting a lot of attention. Sometimes that makes them popular, but more often it's the opposite. I keep my head down and work hard, and somehow I'm usually able to find good work. I think most merchants just want to pay us and not think about us too much, to be honest. Some people don't like that, but for me, it works pretty well.
Leda tells a story from her own past, about a caravan that was attacked by a troll in a swamp - it was so damp, it was really hard to kill the thing because they couldn't get anything to light and burn it. They had to kill it four times before it would finally stay down. Her manner of storytelling is very matter of fact, and you notice that she doesn't highlight her own role or attempt to impress.
You get on pretty well with Leda, and talk with her late into the night.
The following night, you attempt to speak with Edhelri, who is a little more standoffish. That requires a Persuasion role to get her to engage with you, and your first d20 roll makes a 10 total for persuasion. That's enough to be a brief, polite conversation: I'm looking to hire one or two guards. But not tonight. Just before we leave. Perhaps we can speak again then. If you don't mind, I'd prefer to dine alone tonight.
Nate, you are not proficient with whips, and one or two days' practice makes little difference. You are lucky not to take your eye out more than once, and people passing nearby swear and scowl at you as you come dangerously close to injuring them.
Persuasion check: 2
Elspeth would welcome some suggestions for what to look out for, but to start off with she would want the urchins to tell her if they see:
During meals in the tavern she'd also like to casually show off some of her magic, proving to any potential employee's she's fairly competent, although she doesn't do anything that would mark her as obviously a druid. Things like opening/closing doors with thaumaturgy, finding things with magic. Closer to parlor tricks than magic, really.
Elspeth, the urchins seem to listen and, though you are not certain they take in the details, they are very happy to help out and very happy to take your coin, They don't recognise any of the names, but try to commit them to memory. Then they run off. You get updates from them each day, but they don't report having seen anything. You're not sure if you wasted your money or not.
In the tavern in the evenings, you see that both Lai Angesstun and Edhelri Lewel are interested in your magical displays, but neither approaches you unless you speak to them first.
"Hmmm... well this looked easier than it is..." Nate frowns and tends to his cuts that he likely has from his failed practice with the whip. He's still going to keep it on his side, as it's a good character prop. "Hopefully I don't have to use it." Nate mutters to himself as he heads into the tavern after seeing the caravan growing more rapidly today. He is hoping that he can meet back up with the others to hear about their progress and whatnot.
Nate enters the tavern on one of the given nights and would try and approach Edhelri Lewel the moon elf carrying the exotic woods. "Evenin' Ma'am... the name is Nate. Pardon me for interrupting you on this fine glorious night, but I couldn't help but ta notice your there wood... by heavens I haven't seen cuts more beautiful than that in all my short time on this here earth. Where were they sourced? If you don't mind me asking, of course." Nate will tip his cowboy hat and then see what she says. "I'm an able guardhand lookin' for work and I'd love nothing more than to accompany you and this beautiful wood." Nate will lean in closer to her "I also have a... well, Ma'am... a way with the wolves... I can see 'em comin' a mile away... well actually 5 miles heh heh... and I'm real good at keepin' em away. I know they are real thick out in these parts. What do you say? I don't require much pay... basically anything you could afford. It'd just be an honor to ride with this wood. Would hate for it to be in the wrong hands."
So, Nate's going to get hired on by her, in the hopes that she will be a part of the caravan that includes some cultists. If her caravan ends up leaving before the cultists come, he will make up a story about his mama dyin' and will not be able to take the job after all. If the cultists do end up arriving - then awesome.
Here are some rolls if needed(thanks Soar for the idea about Vanilla rolls and letting Steve do what he needs with them) 9 / 17 / 16 / 3
Nate, Edhelri is polite but a little standoffish. She listens to your spiel, and nods in agreement at the importance of wolves and anti-wolf strategies. Well, that's a fine tale. I'll keep it in mind. But I won't be hiring just yet. Most folks wait until the caravan's ready to head out, and I'll be doing the same. I'll keep your name in mind, though. Nate, was it? Nice to meet you, Nate. She then very firmly returns to her book, and ignores any attempts at further conversation.
It happens on the tenth day in Baldur's Gate. None of your spies have sent any word of warning, but it turns out that none is needed. You have all gathered at the tavern for the evening, and are sitting outside enjoying your meal as the sun is setting, but there's still decent light.
You've seen a few curtained palanquins in your time in Baldur's Gate. With horses and wagons mostly barred from the city and unable to travel its winding streets anyway, nobles and rich merchants need a way of getting around. One such large wooden vehicle is being carried by six bearers, all human, through the Blackgate and north in the general direction of your tavern. Soar and Elspeth, you notice one face that is definitely familiar. They're not wearing cultist robes of course, just regular leather armour, but you're certain that the last time you saw that face, its owner was in the cultist's area of the raiders' camp. (Soar and Elspeth can make an INT check if you wish, to try to remember exactly where you saw the face.)
As you watch, the palanquin, its bearers, and a troop of six guards pass you by and head towards Ackyn Selebon's shop.
Soar intelligence check: 14
Seeing this, Soar will whisper, "that's them, I know that face," and casually stand up and nod to Nate, Jalt, and Elspeth, placing the coins for her meal on the table. Her eyes widen at them, seeing the palanquin head toward Ackyn's. She stretches and pulls her cloak up over her head and begins strolling after the palanquin, trying to stay about 60 feet behind it. She'll sway and stagger a bit as if she's had a few too many at dinner.
"Yes indeed Ma'am... Nate it is. Nate the Great as they say back home! Hyuk Hyuk!! Thanks again for your time and I will be sure to look for your wagon closer to saddling up time. Until then."
Later on... Nate sees Soar's acknowledgement of the incoming palanquins and gives a nod back. oh shit ok here we go.... the next caravan's likely going to be the one we need to get in Nate thinks to himself as he will try and locate Edhelri and her exotic wood now that the time to leave could potentially be near. He's going to let Soar follow the palanquins toward Ackyn's as he assumes they are the cult and he needs to secure a job now ASAP.
Soar, you are a long way back and well hidden, and it's extremely unlikely you will be noticed at 60 feet. If you want to get closer, you will need to make a Stealth check or Deception check, depending on how you want to approach it.
The occupant of the palanquin remains unseen, but one of the guards speaks through the curtain, and then enters the shop. After a while, he comes out again with Ackyn Selebon who attempts to approach the palanquin; the guard raises a hand to block the way, not rudely; he seems to be apologetic, but insistant. You see Ackyn think, and then nod. The two go back into the shop for a while longer, and then return. Ackyn waves to someone in a building across the street, and they come over, followed by a few more, and a few more, and very quickly you see five large wagons pulled from storage behind Ackyn's shop and being led away by one of the guards, off down the street. It's clear that money has changed hands, and the guard who spoke to Ackyn nods. The palanquin resumes its journey, following the wagons north.
Soar would think about approaching closer, but she trusts Ackyn's ability to stay true to the black antlers. So she watches them go, waits a minute or two, and then approaches Ackyn's shop. When she sees him, she says, "so, any new business?"
He nods, and beckons you inside the shop, closing the door after you. That them? Suspicious bunch. There's no shortage of prissy nobles in this city who won't be seen out of some carriage or other, but they don't normally come to supervise business themselves. Still, it's not unheard of, and if our nobles are weird, southern ones are weirder still. I sold them five wagons and supplies to take them to Waterdeep and maybe beyond. You folks had best get down to business. I sold three more wagons earlier today, and I saw a fair number more arrive. The caravan will set out tomorrow, most likely.
Back at the tavern, there's a sudden flurry of activity as it becomes known that a caravan has assembled - it's amazing how sudden it is, but you get the sense that this is not too unusual. The common room is abuzz with life, as is the street outside the tavern.
You now have the option of attempting to get hired on by one of the traders or travellers as a guard or bodyguard. You have a total of seven options - the two you've already seen:
Lai Angesstun, a male dwarf merchant whose wagon is loaded with expensive oils from the south
Edhelri Lewel, a female moon elf merchant taking exotic woods from Chult to Waterdeep
Plus five more who arrived today:
Beyd Sechepol, a male half-elf merchant who is transporting cheap ale. He's not taking it to Waterdeep or the north - he's planning to sell it to the trader and guards of the caravan as you go, making his money on the journey. You get the sense he's done this many times successfully.
Aldor Urnpoleshurst, a male human lawyer who looks very shifty; he appears to be from Baldur's Gate and wishing to leave in a hurry - he's looking for a bodyguard.
Werond Toroha, a female human trader who is transporting small mechanical devices to sell at the markets in Waterdeep.
Lasfelro the Silent, a male human merchant who rarely speaks, though he does occasionally. He won't reveal what he's transporting.
Losvius Longnose, a male halfling trader who actually has three wagons, a small team of drivers and is looking for several guards.
To attempt to get hired on, tell me who you'd like to approach, and roll either a Persuasion check or an Athletics check - it's your choice which.
The tavern common room is too public for you to use Guidance to any effect.
Nate, you can add a +2 to your roll if you are approaching Edhelri Lewel,, because you have impressed her a little already.
Soar, you can add a +2 to your roll if you are applying jointly with Leda Widris - she has decided to approach Lasfelro the Silent.
I'll tell you the result when you roll, and you'll have an option to accept it or roll again - this means approaching someone else, but you'll roll the second time with disadvantage and no bonuses, and that result will be final.
You do technically have the option to approach the cultists directly, though they are staying some ways north of the tavern area and are not openly recruiting for guards.