Boar spends the short rest looking out at the terrain to see if she spots anything interesting for notable. She also examines the outside of Lasfelro's wagon for damage. It's very hard for her to be this quiet and unhelpful.
You heal up, chat and investigate. Boar, roll an Investigation check for the wagon, and a Perception check for the surrounding terrain.
After an hour or so, the caravan packs up and the journey resumes. You each report back to your separate posts.
The following day, there's an unusual amount of to-ing and fro-ing among the merchants of the caravan as they meet in small huddles to discuss business. As the caravan halts for the following evening, in a rather unusual step, the camp is arranged in a large semi-circle, with a large fire providing illumination and a natural spot for someone to speak to the travellers, merchants and guards. And Losvius Longnose, employer of Jalt and Elspeth, stands up to do so, with the dwarf Eldkin as his side. It takes a moment to get attention, but the other traders are quick to quieten down their own employees and soon the crowd is waiting in silence, the sunset painting the sky red and making long shadows.
The road to Waterdeep is never safe, never for certain, Losvius begins, pauses, and then resumes. This journey's been worse than most. Hobgoblins. Perytons. Four perytons! He spits, and there's a murmur of agreement that this is very unusual. Dangerous. But not unthinkable, nor unmanageable. Not if we work together. All of us. He says this in a rather pointed manner and is definitely not looking at anyone, but several heads turn and look here and there, as various people think others have not helped out enough in battle.
And perhaps the Gods or Fate have been kind. They have sent brave souls, perhaps heroes, in our defense. Most fortuitous indeed, he says. So tonight, raise a tankard to our heroes. He singles out Jalt, Elspeth, Eldkin and Boar, and then also Albit and Gethyn, Cove and Harriman, Sulesdeg, Bodoric and Leda. And let us not forget our brave Master Healer Nate, and many people cheer you all. Beyd the beer seller does a very good trade that night.
In the coming weeks, there will be more trials and dangers, Losvius continues. It is to these heroes, and those who have not yet had the chance to come forward, that we will look for our safety. And when danger comes, we will pull together, share our resources, and ask our heroes to work together to defend all. The merchants nod - Edhelri a little reluctantly, but she does nod. Eldkin Agetul will lead this effort, and call upon all of you as needed. With the blessings of the Gods, we will make it to Waterdeep safe and well, with a healthy and prosperous future ahead of us.
As you separate, Losvius, Edhelri and Lasfelro explain to each of you individually what this will mean; when there is danger, there will effectively be a 'strike force', consisting of Eldkin in command, Boar, Jalt and Elspeth. Nate will accompany the force as healer, with two guards to protect him. Others may join as needed. Your employers suggest that there will be hazard pay for very dangerous events. They also suggest that they expect you to co-operate fully with this new force, which has been agreed by all the merchants who pay everyone's wages.
The next three days are peaceful, and you can even, to some extent, enjoy your new-found popularity and fame if you choose.
The night of the third day, as the caravan approaches a suitable camping spot, you find that it is already occupied. Elspeth, you will see this first: two human women, both dressed in light leather armour, relaxing and drinking by a camp fire. One of them waves as you approach, and she introduces herself as Zelina Innevar and her twin sister Arietta, both headed for Daggerford along the same road as you. They are tall, with long black hair, and look like experienced warriors.
Jalt and Elspeth, you notice Gethyn and Ablit staring openly at them. As for the travellers, they seem interested in chatting to anyone and everyone. Will anyone approach them?
Didnt you know that its rude to stare? Jalt asks of the two guards as he approaches the two women. You seem to have a chosen a very good spot for camping. Have you been here long?
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Gethyn grins and continues to stare, but Albit smacks him round the head. Sorry, sir.
Best spot for miles around, I reckon, Arietta says. This isn't our first trip on this road. Better to stay out of the hills if you can - she points at the Trollclaw Hills which now lie half a day behind you. There's monstrous birds there, if you can believe it. In a strange imitation of Albit's action, Zelina gives a light smack to the back of Arietta's head. We heard about your encounter with the perytons from that halfling fellow. Four at once, eh? That's pretty rare. You don't hear that often... usually 'cause the victims are bird food, eh?
The sisters invite you to join and drink with them. One or two others from the caravan - travellers who you haven't talked much to - also come and join the group. Will you sit?
We were fortunate that we had some skilled fighters in our ranks Jalt answers as he joins them. It was definitely strange but I suppose not everything can run so smoothly on this road. Better to be lucky than dead I always say.
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
And you? Zelina inquires. You are one of these skilled fighters, are you not? She seems entertained by your company.
Arietta gets up and moves to sit opposite the campfire, between two of the travellers you don't know, and offering her empty tankard to one: Fill her up, boys.
Well trained Jalt answers. I have been well trained. If one considers me a skilled fighter, I take it as a compliment. Jalt smiles but he is always weary of people asking questions. He's trying hard to be congenial with the two of them.
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Zelina doesn't follow up with any questions, but starts to tell a story of one of her own battles against lizardfolk up near the Mere of Dead Men. She's a good teller of tales, and very enjoyable company. Arietta's group also halts their conversation to listen.
Boar tries to fade into the nonexistent woodwork as praise is doled out. When she is told she is to be part of a strike force, she nods obediently, but then asks, "How much hazard pay? Hard to spend money when you're dead."
Later on, she'll shyly join the two adventurers by the fire, staying mostly out of the light and looking around (perception: 18). At a quiet point, she'll say, "I just picked up some tricks along the way. I tried to be a bard for a while, but it didn't work out." She pulls out a battered horn and offers to play, getting her pinky finger stuck in one of the ends while blowing dissonantly into the other end. "See? Lost cause."
Boar, you approach the wagon, and notice a large scratch in the wood, near the front and far from where the gargoyle is sitting. It's a serious gash; at one point, the damage has broken through and you get a glimpse of the interior. It's dark - too dark to be certain of much, but you think you see the faintest glimmer of light before Lasfelro bustles up and starts to cover the hole with canvas. He ignores you, and may not have noticed your interest - you can't tell. Looking around, you don't notice much.
Lasfelro responds to Boar's inquiry; Ten gold. He adds nothing more.
(Today at the campfire)
Boar, you end up in Arietta's group - it's easier to fade into the background with a large group, and Zelina is focused on Jalt. Everyone is entertained by your terrible horn blowing, and soon the group gets a song going, completely out of tune and hopelessly without rhythm, it matches your playing pretty well.
Jalt, you don't notice anything that catches your attention. The camp is well guarded and seems secure.
The next day, the caravan continues its journey north; you are perhaps a tenday from the ancient and abandoned Dragonspear Castle (you can make a History check if you think your character might know a little of the castle's history).
Zelina and Arietta seem to be happy to join the caravan and spend time in the company of its various travellers. The presence of Beyd, the beer-seller, is a definite plus for them.
Zelina spends most of her time near the front of the caravan, chatting with Eldkin, flirting with Albit and Gethyn but not taking it seriously, and chatting with Jalt. At one point, she turns round and points at a group of cultists on their wagon: They're a miserable lot. Barely even spoke to me. What's their deal?
Arietta is further back, and some of her time is spent near Boar and Leda; she asks questions to the merchants, and seems interested in learning their business in Waterdeep. At one point, she does approach Nate: Healer, I've heard? Nate, right? Would you mind taking a look at an old scar? She shows a scar running down the entire length of her left side, possibly a peryton talon scratch or something similar.
This post has potentially manipulated dice roll results.
(catching up, going a few days back)
As Losvius Longnose gathers the merchants and begins to speak and praise the party and explain about the 'strike force', and that Nate is to be the master healer, and will have 2 guards, well holy hell would you look at that. Little old me, now has 2 guards. Ha! Nate welcomes and loves the idea and is glad that himself and the others have completely embedded themselves into this caravan.
"Well shucks y'all, I'd be honored to continue to protect y'all from whatever baddies come our way! The pay is fine and dandy by me"
Nate will then go to Edhelri privately and say to her "Ma'am... I couldn't help but notice that you seemed a bit down in the dumps with all of this here strike force team and whatnot... remember that I am still your employee first and foremost, just like we agreed on. Don't you think I went and forgotten about that after all of this fame now alrighty then? A deal's a deal." He will tip his hat to her, like he always does. Nate is REALLY hoping now that he doesn't have to blow his cover as he's grown fond of his employer.
(We can take a long rest now as well, right?)
Nate wouldn't know about Dragonspear castle, so will not roll. He would not have went to the campsite with Zelina and Arietta at night, he would've been chatting with Edhelri and Suldeseg (sorry wrong spelling), but now as the caravan moves along the next day and Nate realizes that we've picked up the sisters into the caravan, he will greet Arietta with a smile and a tip of his hat as she approaches him. "Nate yes Ma'am, you hit the nail on the head hyuk hyuk hyuk!! Yessum I've got the magical healing powers indeed. Been fortunate enough to be able to help these fine folk in the caravan and I'd be delighted to have a peek at your scar."
Nate sees the huge scar ewwww and tries his best not to react to it in his normal character. It freaks him out as he's not really a doctor/healer..... but keeps it together and tries to get more details about it. "Hmmmmm.... quite a nasty one indeed Ma'am. Lemme see here......"
This post has potentially manipulated dice roll results.
Elspeth is fully behind the concept of a strike squad, seeing it as an opportunity to speak to Boar and Nate together as a group. She spends the night enthusiastically trying to strike up a conversation with all the other guards, and if there's a way she can speak to Boar without anyone being in earshot would try to discreetly warn her that some guard in the cultist's caravans seems to have their eye on her.
While initially wary of the sisters Elspeth quickly warms up to her fellow travelers once she determines they are fairly friendly. She'd join Jalt in sitting with them around the fire, chatting and listening to their story. If she's there when Zelina asks about the wagons, she'd answer, "They've been the same way since Baldur's gate. They seem to like their secrets. Obviously we don't pry, and they're entitled to their privacy, but," she shrugs, "can't say I'm happy with how standoffish they are."
You can all take a long rest - it's been several days since the battle with the perytons.
Nate, Edhelri nods gravely. I am pleased you think in such terms. Remember, as you are protecting the caravan with this new... team... you are also protecting me, which is good. She smiles. I have accepted the idea in principle. Now we shall see how it works in practice.
Neither Edhelri nor Sulesdeg are very chatty, so Nate spends a fair amount talking to himself or to the thin air. Sulesdeg is not unfriendly, though; when Nate says something interesting or funny, he smiles or laughs. He just doesn't say much.
You're not sure if you can help with Arietta's scar. It looks too old for you to do anything. You do brush your fingers against her skin and she yelps. Dear Gods, man, you have cold fingers. Is that normal for healers? Bah, nothing to be done about this old thing I reckon. She heads off, looking for less chilly-fingered company.
Elspeth, you do find that people are able to move easily about and talk to each other. If you want to talk to Boar, you can without arousing too much suspicion as you're on the same 'team' now. Probably. Give me a Stealth check if you are trying hard to conceal it.
Hmmmph, Zelina replies. Well, standoffish isn't a good look out here on the roads. People need friends. Right, Jalt? She gives the dragonborn a playful and perhaps overly familiar slap on the back.
More days pass, and the tenday comes to an end. It's now twenty days since you left Baldur's Gate, and time for another rest day for the animals. The caravan moves to the side of the road and makes camp, and as dawn comes everyone settle down to a day of repairs, relaxation and some drinking.
While the conversation about the cultists takes place, assuming it's not within earshot of others, Boar will sigh heavily. "I don't really mind standoffish. You don't have to be friendly all the time, and they're entitled to do whatever they're doing, as long as it doesn't hurt others. Maybe they can't fight well and they're scared. I was once in a minstrel band, name of Belduran and the Black Antlers -- we were the black antlers, and Belduran was the lead singer, real piece of work. She wrote absolutely terrible lyrics about unicorns and dragons and other nonsense. Anyhow, she wasn't very friendly and would argue with the audience, but when it got to the point where people wanted to escalate arguments to fisticuffs, she'd cower behind the rest of us, expecting us to defend her. Some people just don't have the fighting spirit. I suppose I have a bit more of that than I do any real musical talent. Say, where are you traveling from?"
Soubar, Arietta replies. From Iriaebor before that. Reckon there's better hunting up north. She turns to look northward, scanning the horizon. There's always trouble in the north. Hey, maybe you don't have much talent for music, or at least for the horn. But who cares, right? Do what you enjoy, that's what I always say.
You don't see any reaction to mention of 'black antlers'.
However, some time later in the day you do encounter a familiar face. Mistress Boar, says Fennet Burr, blocking your path just enough to be annoying but not enough to be an outright and undeniable provocation. I was discussing with Master Lasfelro that you have such splendid gloves, and it was suggested that it would be a splendid idea indeed if you were to sell them to me. As you are a leader now among our defenders, and in the spirit of co-operation and sharing resources. Hmmm? What say you? An idea with many merits and no downside, I'm quite certain you will agree.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Boar spends the short rest looking out at the terrain to see if she spots anything interesting for notable. She also examines the outside of Lasfelro's wagon for damage. It's very hard for her to be this quiet and unhelpful.
You heal up, chat and investigate. Boar, roll an Investigation check for the wagon, and a Perception check for the surrounding terrain.
After an hour or so, the caravan packs up and the journey resumes. You each report back to your separate posts.
The following day, there's an unusual amount of to-ing and fro-ing among the merchants of the caravan as they meet in small huddles to discuss business. As the caravan halts for the following evening, in a rather unusual step, the camp is arranged in a large semi-circle, with a large fire providing illumination and a natural spot for someone to speak to the travellers, merchants and guards. And Losvius Longnose, employer of Jalt and Elspeth, stands up to do so, with the dwarf Eldkin as his side. It takes a moment to get attention, but the other traders are quick to quieten down their own employees and soon the crowd is waiting in silence, the sunset painting the sky red and making long shadows.
The road to Waterdeep is never safe, never for certain, Losvius begins, pauses, and then resumes. This journey's been worse than most. Hobgoblins. Perytons. Four perytons! He spits, and there's a murmur of agreement that this is very unusual. Dangerous. But not unthinkable, nor unmanageable. Not if we work together. All of us. He says this in a rather pointed manner and is definitely not looking at anyone, but several heads turn and look here and there, as various people think others have not helped out enough in battle.
And perhaps the Gods or Fate have been kind. They have sent brave souls, perhaps heroes, in our defense. Most fortuitous indeed, he says. So tonight, raise a tankard to our heroes. He singles out Jalt, Elspeth, Eldkin and Boar, and then also Albit and Gethyn, Cove and Harriman, Sulesdeg, Bodoric and Leda. And let us not forget our brave Master Healer Nate, and many people cheer you all. Beyd the beer seller does a very good trade that night.
In the coming weeks, there will be more trials and dangers, Losvius continues. It is to these heroes, and those who have not yet had the chance to come forward, that we will look for our safety. And when danger comes, we will pull together, share our resources, and ask our heroes to work together to defend all. The merchants nod - Edhelri a little reluctantly, but she does nod. Eldkin Agetul will lead this effort, and call upon all of you as needed. With the blessings of the Gods, we will make it to Waterdeep safe and well, with a healthy and prosperous future ahead of us.
As you separate, Losvius, Edhelri and Lasfelro explain to each of you individually what this will mean; when there is danger, there will effectively be a 'strike force', consisting of Eldkin in command, Boar, Jalt and Elspeth. Nate will accompany the force as healer, with two guards to protect him. Others may join as needed. Your employers suggest that there will be hazard pay for very dangerous events. They also suggest that they expect you to co-operate fully with this new force, which has been agreed by all the merchants who pay everyone's wages.
The next three days are peaceful, and you can even, to some extent, enjoy your new-found popularity and fame if you choose.
The night of the third day, as the caravan approaches a suitable camping spot, you find that it is already occupied. Elspeth, you will see this first: two human women, both dressed in light leather armour, relaxing and drinking by a camp fire. One of them waves as you approach, and she introduces herself as Zelina Innevar and her twin sister Arietta, both headed for Daggerford along the same road as you. They are tall, with long black hair, and look like experienced warriors.
Jalt and Elspeth, you notice Gethyn and Ablit staring openly at them. As for the travellers, they seem interested in chatting to anyone and everyone. Will anyone approach them?
Didnt you know that its rude to stare? Jalt asks of the two guards as he approaches the two women. You seem to have a chosen a very good spot for camping. Have you been here long?
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Gethyn grins and continues to stare, but Albit smacks him round the head. Sorry, sir.
Best spot for miles around, I reckon, Arietta says. This isn't our first trip on this road. Better to stay out of the hills if you can - she points at the Trollclaw Hills which now lie half a day behind you. There's monstrous birds there, if you can believe it. In a strange imitation of Albit's action, Zelina gives a light smack to the back of Arietta's head. We heard about your encounter with the perytons from that halfling fellow. Four at once, eh? That's pretty rare. You don't hear that often... usually 'cause the victims are bird food, eh?
The sisters invite you to join and drink with them. One or two others from the caravan - travellers who you haven't talked much to - also come and join the group. Will you sit?
We were fortunate that we had some skilled fighters in our ranks Jalt answers as he joins them. It was definitely strange but I suppose not everything can run so smoothly on this road. Better to be lucky than dead I always say.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
And you? Zelina inquires. You are one of these skilled fighters, are you not? She seems entertained by your company.
Arietta gets up and moves to sit opposite the campfire, between two of the travellers you don't know, and offering her empty tankard to one: Fill her up, boys.
Well trained Jalt answers. I have been well trained. If one considers me a skilled fighter, I take it as a compliment. Jalt smiles but he is always weary of people asking questions. He's trying hard to be congenial with the two of them.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Zelina doesn't follow up with any questions, but starts to tell a story of one of her own battles against lizardfolk up near the Mere of Dead Men. She's a good teller of tales, and very enjoyable company. Arietta's group also halts their conversation to listen.
Jalt will listen but continually look around to just be aware of his surroundings. Trying to make sure there's no ambush afoot.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Jalt, make a Perception check.
10
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Boat investigation 17 and perception 8
Boar tries to fade into the nonexistent woodwork as praise is doled out. When she is told she is to be part of a strike force, she nods obediently, but then asks, "How much hazard pay? Hard to spend money when you're dead."
Later on, she'll shyly join the two adventurers by the fire, staying mostly out of the light and looking around (perception: 18). At a quiet point, she'll say, "I just picked up some tricks along the way. I tried to be a bard for a while, but it didn't work out." She pulls out a battered horn and offers to play, getting her pinky finger stuck in one of the ends while blowing dissonantly into the other end. "See? Lost cause."
(A few days previously)
Boar, you approach the wagon, and notice a large scratch in the wood, near the front and far from where the gargoyle is sitting. It's a serious gash; at one point, the damage has broken through and you get a glimpse of the interior. It's dark - too dark to be certain of much, but you think you see the faintest glimmer of light before Lasfelro bustles up and starts to cover the hole with canvas. He ignores you, and may not have noticed your interest - you can't tell. Looking around, you don't notice much.
Lasfelro responds to Boar's inquiry; Ten gold. He adds nothing more.
(Today at the campfire)
Boar, you end up in Arietta's group - it's easier to fade into the background with a large group, and Zelina is focused on Jalt. Everyone is entertained by your terrible horn blowing, and soon the group gets a song going, completely out of tune and hopelessly without rhythm, it matches your playing pretty well.
Jalt, you don't notice anything that catches your attention. The camp is well guarded and seems secure.
The next day, the caravan continues its journey north; you are perhaps a tenday from the ancient and abandoned Dragonspear Castle (you can make a History check if you think your character might know a little of the castle's history).
Zelina and Arietta seem to be happy to join the caravan and spend time in the company of its various travellers. The presence of Beyd, the beer-seller, is a definite plus for them.
Zelina spends most of her time near the front of the caravan, chatting with Eldkin, flirting with Albit and Gethyn but not taking it seriously, and chatting with Jalt. At one point, she turns round and points at a group of cultists on their wagon: They're a miserable lot. Barely even spoke to me. What's their deal?
Arietta is further back, and some of her time is spent near Boar and Leda; she asks questions to the merchants, and seems interested in learning their business in Waterdeep. At one point, she does approach Nate: Healer, I've heard? Nate, right? Would you mind taking a look at an old scar? She shows a scar running down the entire length of her left side, possibly a peryton talon scratch or something similar.
(catching up, going a few days back)
As Losvius Longnose gathers the merchants and begins to speak and praise the party and explain about the 'strike force', and that Nate is to be the master healer, and will have 2 guards, well holy hell would you look at that. Little old me, now has 2 guards. Ha! Nate welcomes and loves the idea and is glad that himself and the others have completely embedded themselves into this caravan.
"Well shucks y'all, I'd be honored to continue to protect y'all from whatever baddies come our way! The pay is fine and dandy by me"
Nate will then go to Edhelri privately and say to her "Ma'am... I couldn't help but notice that you seemed a bit down in the dumps with all of this here strike force team and whatnot... remember that I am still your employee first and foremost, just like we agreed on. Don't you think I went and forgotten about that after all of this fame now alrighty then? A deal's a deal." He will tip his hat to her, like he always does. Nate is REALLY hoping now that he doesn't have to blow his cover as he's grown fond of his employer.
(We can take a long rest now as well, right?)
Nate wouldn't know about Dragonspear castle, so will not roll. He would not have went to the campsite with Zelina and Arietta at night, he would've been chatting with Edhelri and Suldeseg (sorry wrong spelling), but now as the caravan moves along the next day and Nate realizes that we've picked up the sisters into the caravan, he will greet Arietta with a smile and a tip of his hat as she approaches him. "Nate yes Ma'am, you hit the nail on the head hyuk hyuk hyuk!! Yessum I've got the magical healing powers indeed. Been fortunate enough to be able to help these fine folk in the caravan and I'd be delighted to have a peek at your scar."
Nate sees the huge scar ewwww and tries his best not to react to it in his normal character. It freaks him out as he's not really a doctor/healer..... but keeps it together and tries to get more details about it. "Hmmmmm.... quite a nasty one indeed Ma'am. Lemme see here......"
Medicine 10
Elspeth is fully behind the concept of a strike squad, seeing it as an opportunity to speak to Boar and Nate together as a group. She spends the night enthusiastically trying to strike up a conversation with all the other guards, and if there's a way she can speak to Boar without anyone being in earshot would try to discreetly warn her that some guard in the cultist's caravans seems to have their eye on her.
While initially wary of the sisters Elspeth quickly warms up to her fellow travelers once she determines they are fairly friendly. She'd join Jalt in sitting with them around the fire, chatting and listening to their story. If she's there when Zelina asks about the wagons, she'd answer, "They've been the same way since Baldur's gate. They seem to like their secrets. Obviously we don't pry, and they're entitled to their privacy, but," she shrugs, "can't say I'm happy with how standoffish they are."
History 14
You can all take a long rest - it's been several days since the battle with the perytons.
Nate, Edhelri nods gravely. I am pleased you think in such terms. Remember, as you are protecting the caravan with this new... team... you are also protecting me, which is good. She smiles. I have accepted the idea in principle. Now we shall see how it works in practice.
Neither Edhelri nor Sulesdeg are very chatty, so Nate spends a fair amount talking to himself or to the thin air. Sulesdeg is not unfriendly, though; when Nate says something interesting or funny, he smiles or laughs. He just doesn't say much.
You're not sure if you can help with Arietta's scar. It looks too old for you to do anything. You do brush your fingers against her skin and she yelps. Dear Gods, man, you have cold fingers. Is that normal for healers? Bah, nothing to be done about this old thing I reckon. She heads off, looking for less chilly-fingered company.
Elspeth, you do find that people are able to move easily about and talk to each other. If you want to talk to Boar, you can without arousing too much suspicion as you're on the same 'team' now. Probably. Give me a Stealth check if you are trying hard to conceal it.
Hmmmph, Zelina replies. Well, standoffish isn't a good look out here on the roads. People need friends. Right, Jalt? She gives the dragonborn a playful and perhaps overly familiar slap on the back.
More days pass, and the tenday comes to an end. It's now twenty days since you left Baldur's Gate, and time for another rest day for the animals. The caravan moves to the side of the road and makes camp, and as dawn comes everyone settle down to a day of repairs, relaxation and some drinking.
Is there anything you'd like to do on this day?
While the conversation about the cultists takes place, assuming it's not within earshot of others, Boar will sigh heavily. "I don't really mind standoffish. You don't have to be friendly all the time, and they're entitled to do whatever they're doing, as long as it doesn't hurt others. Maybe they can't fight well and they're scared. I was once in a minstrel band, name of Belduran and the Black Antlers -- we were the black antlers, and Belduran was the lead singer, real piece of work. She wrote absolutely terrible lyrics about unicorns and dragons and other nonsense. Anyhow, she wasn't very friendly and would argue with the audience, but when it got to the point where people wanted to escalate arguments to fisticuffs, she'd cower behind the rest of us, expecting us to defend her. Some people just don't have the fighting spirit. I suppose I have a bit more of that than I do any real musical talent. Say, where are you traveling from?"
Soubar, Arietta replies. From Iriaebor before that. Reckon there's better hunting up north. She turns to look northward, scanning the horizon. There's always trouble in the north. Hey, maybe you don't have much talent for music, or at least for the horn. But who cares, right? Do what you enjoy, that's what I always say.
You don't see any reaction to mention of 'black antlers'.
However, some time later in the day you do encounter a familiar face. Mistress Boar, says Fennet Burr, blocking your path just enough to be annoying but not enough to be an outright and undeniable provocation. I was discussing with Master Lasfelro that you have such splendid gloves, and it was suggested that it would be a splendid idea indeed if you were to sell them to me. As you are a leader now among our defenders, and in the spirit of co-operation and sharing resources. Hmmm? What say you? An idea with many merits and no downside, I'm quite certain you will agree.