Rhogar.. Jalt replies. Well you should be glad that I have always been taught to do the right thing. If my feelings are correct, helping you out was just that. Jalt leans in and almost whispers now. And if that tattoo is what I remember the symbol to be... he looks to Soar and nods.. we're on the same side of things.
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
[is Elspeth there when he is unburied? would she have seen the mark as well?]
"Don't worry about it, sir." Elspeth says as Losvius leaves, hoping that they didn't screw things up with their employer. She'll have Cove and Harriman help with the digging (unless Jalt has other ideas). She'll hang around watching Soar and Jalt dig unless Eldkin calls her away.
"It's fine, you're safe with us, but don't make us regret it, understand?"She says sharply, then immediately softens. "Do you want a drink of water?"
Boar, still pretending she isn’t hearing much, sees the shovel and starts digging when Jalt does. She looks back at the rest of the skeptical-appearing crowd with a puzzled expression - like “what are you waiting for?”
She doesn’t say anything and tries to help him out before he’s completely free of the dirt. When she does, she looks at the harp and her eyebrows rise a bit. If no one is within earshot she will say a few muttered words.
Have any of the cultists taken notice of this situation as of yet?
Nate's not sure rescuing this guy was the best idea at first, but feels better knowing Jalt will be on his constant watch. Nate would've jumped in and offered to help his friends dig the guy out as well "Well I've dug me a many holes in my lifetime, lemme help out with that!"
Once the man is free, Nate will listen to the others and won't say much if anything at all to the guy. Then, if he also notices the harp tattoo, he would remember the same symbol and Leosin, and would say to the man:
"If you need more healin', just lemme know and I'll fix you up real nice. Carlon is it? My name's Nate. Pleasure to meet you and sorry for your luck. Owin' folks money is never a good time... heck I've owed a pretty penny once or twice most definitely. Got tuned up for it real good too. Although in this case I must say the punishment does not fit the crime." and tips his hat.
Jalt, as you mention the tattoo, the man's face goes blank for a moment, and then he continues on as though you had not said it. Well, I'm glad to meet you, Rhogar. He happily takes more water, and burps as he finishes. Thank the Gods for you. The first day I dreamt of ale, but after that I swore if I was saved, I would drink nothing but fresh water for a year. He grins at Jalt: And that's an oath I intend to keep, Master Rhogar.
Elspeth and Nate, at this point you would not have noticed the tattoo, as Boar and Jalt were the ones actually physically helping the man out of the hole when he lifted his arms. Elspeth, you can make an Insight check if you wish, to consider whether you've affected your relationship with Losvius in any way.
Boar, what do you mutter? Is it intended to be loud enough for anyone to hear?
Cove, Harriman, Zelina and everyone else return to the caravan and it begins to get moving again. The four of you are alone briefly with Corlan and have half a minute to speak, if you wish.
Elspeth wasn't watching Losvius that closely - she'd have been distracted by the process of digging out Corlan to care that much about their cover.
Without knowledge of the tattoo besides what Jalt said, Elspeth isn't as willing to trust the man immediately. "Jalt, you'll vouch for him? I'm worried he might hinder us." With an emphasis on 'us' to encompass the four of them, not the caravan.
This post has potentially manipulated dice roll results.
Nate does not see the tattoo on Carlon, but still will offer him some further healing if need be and say what he said above, mostly at this point to further enhance his cover as the caravan healer. Nate won't speak directly to Soar, Jalt or Elspeth as he doesn't want Carlon knowing about anything. (Nate doesn't know about the tattoo)
Yes Nate would've definitely been trying to get a good glimpse of the cultists to see if they have any interest in what is going on, etc. during all of this.
Nate, you don't see anything strange or interesting that the cultists are doing. They look so innocent, you find it hard to remember why you have a problem with them. You stare and stare. One of them notices you, and glares back, so you avert your eyes.
I do vouch for the man Jalt says to Elspeth. And again, I'll keep an eye on him. But I am quite sure that he can help US. He stresses the US part back to Elspeth so she understands that he gets it. He turns his attention back to Carlon and tries to subtly point to Soar. She knows a thing about what that tattoo of yours means. We are friend and not foe, believe me.
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Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Carlon glances around, raises his hand and coughs into it, swaying slightly. Not now, he says quietly, his mouth covered. Too many eyes.
He sways again, and it's not clear if this is an act or if he's genuine. It seems your caravan is on the move. You hear the sounds of the animals and travellers stirring and preparing to move on.
As I am under your watch, perhaps I can accompany you. He asks this of Jalt, and then turns to Boar; Or perhaps I should stay with your friend here? I will happily go where I am bidden.
I have promised the merchants that I would keep an eye on you. So best to stay close. Jalt replies. I don't wish to cause any more attention being drawn to you or us. Jalt motions for Carlon to follow him to his position in the caravan.
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Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Carlin is wearing nothing but a loincloth; he will gladly accept a gift of clothing if anyone has such a thing - if you want to spend 5 silver pieces, you can buy this from one of the travelling families.
The caravan gets underway again. People keep their distance from Carlin, except for Arietta who seems to take an interest in him, chatting and passing the time with him.
Over the next three or four days, is there anything specific you want to accomplish. We can play these out at the same time, even if they happen one after the other in real time:
- You can speak with Carlin, together or individually, to learn more about him - You can spend more time with the two warriors you picked up, Arietta and Zelina - You can spend time investigating the cultists, observing from a distance or from closer up - You can attempt to investigate the gargoyle and Lasfelro's wagon - You can talk to any of the characters you've met so far to pass the time.
Boar just mutters, as she finishes digging, a string of mild expletives, mixing in “black” and “antlers” and also finishing with a quick phrase: “ran into some shrieking mushrooms and my hearing’s gotten... selective? Elective? Spotty.”
Boar is quite happy to have Corlan go with Jalt, nodding at the arrangement.
Over the next few days, Boar tries to make her employer happy by staying silent and obedient, only leaving a close orbit of the wagon for essentials and her regular circuit during her watch and patrol. She again tries to stand close to a cultist when she has a chance and play deaf.
She would also, perhaps while getting water with no one else around, try to make eyes at Corlin, seeing if he had anything to say to her after her black antlers code word drop earlier.
The two warriors didn’t se very friendly when Boar tried earlier so she doesn’t try again.
She is always looking for a way to see inside the wagon, pinging her divine sense throughout the caravan a few times a day. She doesn’t smell or hear anything at all from the wagon? She doesn’t talk to the gargoyle, but does offer it food if it ever eats.
If given the chance to talk with her friends she will update them on things she learns and again ask about sneaky wildshaping around the cultists to gather info. She would also try her nightly habit of talking a woodland animal into stealing an item from the cultists and leaving it 30 feet away.
Elspeth's eyes widen as Jalt speaks, and she nods in understanding. "I see. If you say so then. Welcome, Carlon." She smiles.
Elspeth is happy to pay for a set of clothes for Carlon, as penance for her initial wariness. (sp deducted from sheet). As for actually pumping him for information, she'll leave that up to Soar and Jalt.
While she's aware that she might be watched more closely by the caravan's other guards, Elspeth would like to spend some time scouting out the cultists' caravans in preparation for entry as a tiny creature (say a spider, again.) She's not going to try the gargoyle. It's more of a side thing, and she doesn't want to blow their cover, which is the important thing.
If Jalt is up to it, she'll deposit a few of her duties onto Jalt to give her more spare time. During rests, Elspeth will, now and then, attempt to entice the cultists' guards to join the other guards around a fire to relax and tell tales. Else, she'll spend time wildshaped as a spider, testing out various ways into the cultists' caravans without being seen. (stealth: 14).
She's going to keep an eye on Arietta just in case she suspects Carlon or something but will otherwise leave her alone.
Over the course of the next few days, Cowboy Nate realizing that this caravan has now likely been on the road for over a month with really no progress towards the cultist activities or even destination (at least according to Cowboy Nate), would've went over directly to the cultists wagons, introduced himself as the caravan healer, and said that he's making his 'rounds' so to speak and was curious if this bunch needed anything as they've been very quiet. Nate would've told his plans to Soar, Jalt and Elspeth over a few days as well before he did it just to make sure that none of them had any huge objections. "Don't worry guys... I know I can do this! The whole 'Cowboy Nate Healer' thing is working for me.... at least let me try."
So, at some point Nate would approach one of the cultists, likely the least scariest one and say:
"Well hidey-ho there neighbors! Name's Nate, caravan healer, I'm just doin' the morning rounds and by gollie I couldn't help but notice y'all been real quiet-like throughout the journey... is there anything at all that I might be able to help out with? Now you don't have to be shy.... I've gots the healing magics to help you all out."
At this point Nate's just trying to get any type of information he can, hoping that one of the members might slip up and say something, or even better invite Nate into their 'circle' if they perhaps needed healing. Even if the roll is bad and they shoe him away, he's hoping one of them say something.
Soar, the cultists remain standoffish, and the rest of the caravan continues to mutter about it, not outright hostile, but not friendly any more either. They've not contributed to resolving any of the dangers or fights that the caravan has encountered, and they're far from being popular.
One early evening, you notice two of the cultists standing a little to the side, as the rest are setting up camp. You could wander over in their direction without it being too obvious. Roll a Stealth check to avoid attracting their attention, and a Perception check to overhear what they're saying.
The gargoyle doesn't accept any offered food, and rarely even moves. Except one night, when suddenly its large stone hand swipes at something you cannot see from where you are standing. Make a separate Perception check.
The local rabbits are not co-operative about stealing items from the cultist wagons which, they judge, are unlikely to prove to be carrots.
Elspeth, you spend time preparing the ground for your spider invasion of the cultists' wagons, so you can roll again to make your Stealth check at advantage.
You don't notice Arietta doing anything except spending time with, and flirting with, several of the more handsome guards in the caravan.
Nate, the cultist you have chosen for this deception looks at you with cold, dead eyes. We keep ourselves to ourselves, friend 'Nate'. I suggest you do the same.
Another comes over, a little more conciliatory. Now, friend, don't get upset. We're simple folk, and don't know much of the ways of the world, and that's why we're not too friendly and all that. But we're good people. Your healing would be welcome, for sure, but none of us is in need right now. We'll be sure to head your way next time there's something worth looking at. And thanks for the offer. His manner is polite, but in its way, just as clear that you are not welcome.
This post has potentially manipulated dice roll results.
That actually fits with the general intent of the move - she'd try to just stand there obviously, looking at what her ostensible task was, seeming to completely ignore them, relying on the general understanding that the mushrooms made her near-deaf to decrease wariness. Then she listens in. If you want a deception roll, here you are: 5
... remain until Waterdeep at least. It's not for us to make nice with these fools. You know what awaits them in the new order, do you not? Why feign friendship with them? Remain by ourselves, and Keep. Them. Away. There cannot be any... that one there, she is listening. The apparent cultists is dressed simply in a similar guard's leather as most of the other guards in the caravan, but the expression on his face is arrogant, even haughty. Be off with you. Dammit, it's the deaf one. GO! AWAY!
The other one speaks more softly, and you can just make it out. It's foolish to be so antagonistic, when...
The first rounds on him and snaps, speaking loud enough that one or two heads of folk some two dozen feet away turn and look curiously. You call me foolish? You seek to provoke a...
No, no, no, the first speaks quickly. He then looks at Boar and from side to side. Not here. They walk away, into the area between the cultists' wagons.
(On another day, in another place)
Though it is daylight, in the shadow caused by the cart you see a glimmer of light similar to the one you saw previously, and a small creature, perhaps an insect, hovering for a moment and then darting away up into the sky where it is too bright for you to follow.
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Rhogar.. Jalt replies. Well you should be glad that I have always been taught to do the right thing. If my feelings are correct, helping you out was just that. Jalt leans in and almost whispers now. And if that tattoo is what I remember the symbol to be... he looks to Soar and nods.. we're on the same side of things.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
[is Elspeth there when he is unburied? would she have seen the mark as well?]
"Don't worry about it, sir." Elspeth says as Losvius leaves, hoping that they didn't screw things up with their employer. She'll have Cove and Harriman help with the digging (unless Jalt has other ideas). She'll hang around watching Soar and Jalt dig unless Eldkin calls her away.
"It's fine, you're safe with us, but don't make us regret it, understand?" She says sharply, then immediately softens. "Do you want a drink of water?"
Boar, still pretending she isn’t hearing much, sees the shovel and starts digging when Jalt does. She looks back at the rest of the skeptical-appearing crowd with a puzzled expression - like “what are you waiting for?”
She doesn’t say anything and tries to help him out before he’s completely free of the dirt. When she does, she looks at the harp and her eyebrows rise a bit. If no one is within earshot she will say a few muttered words.
Have any of the cultists taken notice of this situation as of yet?
Nate's not sure rescuing this guy was the best idea at first, but feels better knowing Jalt will be on his constant watch. Nate would've jumped in and offered to help his friends dig the guy out as well "Well I've dug me a many holes in my lifetime, lemme help out with that!"
Once the man is free, Nate will listen to the others and won't say much if anything at all to the guy. Then, if he also notices the harp tattoo, he would remember the same symbol and Leosin, and would say to the man:
"If you need more healin', just lemme know and I'll fix you up real nice. Carlon is it? My name's Nate. Pleasure to meet you and sorry for your luck. Owin' folks money is never a good time... heck I've owed a pretty penny once or twice most definitely. Got tuned up for it real good too. Although in this case I must say the punishment does not fit the crime." and tips his hat.
Jalt, as you mention the tattoo, the man's face goes blank for a moment, and then he continues on as though you had not said it. Well, I'm glad to meet you, Rhogar. He happily takes more water, and burps as he finishes. Thank the Gods for you. The first day I dreamt of ale, but after that I swore if I was saved, I would drink nothing but fresh water for a year. He grins at Jalt: And that's an oath I intend to keep, Master Rhogar.
Elspeth and Nate, at this point you would not have noticed the tattoo, as Boar and Jalt were the ones actually physically helping the man out of the hole when he lifted his arms. Elspeth, you can make an Insight check if you wish, to consider whether you've affected your relationship with Losvius in any way.
Boar, what do you mutter? Is it intended to be loud enough for anyone to hear?
Cove, Harriman, Zelina and everyone else return to the caravan and it begins to get moving again. The four of you are alone briefly with Corlan and have half a minute to speak, if you wish.
Elspeth wasn't watching Losvius that closely - she'd have been distracted by the process of digging out Corlan to care that much about their cover.
Without knowledge of the tattoo besides what Jalt said, Elspeth isn't as willing to trust the man immediately. "Jalt, you'll vouch for him? I'm worried he might hinder us." With an emphasis on 'us' to encompass the four of them, not the caravan.
Nate, if you want to take a look at the cultists and what they have been doing during this, make a Perception check.
Nate does not see the tattoo on Carlon, but still will offer him some further healing if need be and say what he said above, mostly at this point to further enhance his cover as the caravan healer. Nate won't speak directly to Soar, Jalt or Elspeth as he doesn't want Carlon knowing about anything. (Nate doesn't know about the tattoo)
Yes Nate would've definitely been trying to get a good glimpse of the cultists to see if they have any interest in what is going on, etc. during all of this.
Perception 15
Nate, you don't see anything strange or interesting that the cultists are doing. They look so innocent, you find it hard to remember why you have a problem with them. You stare and stare. One of them notices you, and glares back, so you avert your eyes.
I do vouch for the man Jalt says to Elspeth. And again, I'll keep an eye on him. But I am quite sure that he can help US. He stresses the US part back to Elspeth so she understands that he gets it. He turns his attention back to Carlon and tries to subtly point to Soar. She knows a thing about what that tattoo of yours means. We are friend and not foe, believe me.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Carlon glances around, raises his hand and coughs into it, swaying slightly. Not now, he says quietly, his mouth covered. Too many eyes.
He sways again, and it's not clear if this is an act or if he's genuine. It seems your caravan is on the move. You hear the sounds of the animals and travellers stirring and preparing to move on.
As I am under your watch, perhaps I can accompany you. He asks this of Jalt, and then turns to Boar; Or perhaps I should stay with your friend here? I will happily go where I am bidden.
I have promised the merchants that I would keep an eye on you. So best to stay close. Jalt replies. I don't wish to cause any more attention being drawn to you or us. Jalt motions for Carlon to follow him to his position in the caravan.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Carlin is wearing nothing but a loincloth; he will gladly accept a gift of clothing if anyone has such a thing - if you want to spend 5 silver pieces, you can buy this from one of the travelling families.
The caravan gets underway again. People keep their distance from Carlin, except for Arietta who seems to take an interest in him, chatting and passing the time with him.
Over the next three or four days, is there anything specific you want to accomplish. We can play these out at the same time, even if they happen one after the other in real time:
- You can speak with Carlin, together or individually, to learn more about him
- You can spend more time with the two warriors you picked up, Arietta and Zelina
- You can spend time investigating the cultists, observing from a distance or from closer up
- You can attempt to investigate the gargoyle and Lasfelro's wagon
- You can talk to any of the characters you've met so far to pass the time.
OOC: sorry for missing these!
Boar just mutters, as she finishes digging, a string of mild expletives, mixing in “black” and “antlers” and also finishing with a quick phrase: “ran into some shrieking mushrooms and my hearing’s gotten... selective? Elective? Spotty.”
Boar is quite happy to have Corlan go with Jalt, nodding at the arrangement.
Over the next few days, Boar tries to make her employer happy by staying silent and obedient, only leaving a close orbit of the wagon for essentials and her regular circuit during her watch and patrol. She again tries to stand close to a cultist when she has a chance and play deaf.
She would also, perhaps while getting water with no one else around, try to make eyes at Corlin, seeing if he had anything to say to her after her black antlers code word drop earlier.
The two warriors didn’t se very friendly when Boar tried earlier so she doesn’t try again.
She is always looking for a way to see inside the wagon, pinging her divine sense throughout the caravan a few times a day. She doesn’t smell or hear anything at all from the wagon? She doesn’t talk to the gargoyle, but does offer it food if it ever eats.
If given the chance to talk with her friends she will update them on things she learns and again ask about sneaky wildshaping around the cultists to gather info. She would also try her nightly habit of talking a woodland animal into stealing an item from the cultists and leaving it 30 feet away.
Elspeth's eyes widen as Jalt speaks, and she nods in understanding. "I see. If you say so then. Welcome, Carlon." She smiles.
Elspeth is happy to pay for a set of clothes for Carlon, as penance for her initial wariness. (sp deducted from sheet). As for actually pumping him for information, she'll leave that up to Soar and Jalt.
While she's aware that she might be watched more closely by the caravan's other guards, Elspeth would like to spend some time scouting out the cultists' caravans in preparation for entry as a tiny creature (say a spider, again.) She's not going to try the gargoyle. It's more of a side thing, and she doesn't want to blow their cover, which is the important thing.
If Jalt is up to it, she'll deposit a few of her duties onto Jalt to give her more spare time. During rests, Elspeth will, now and then, attempt to entice the cultists' guards to join the other guards around a fire to relax and tell tales. Else, she'll spend time wildshaped as a spider, testing out various ways into the cultists' caravans without being seen. (stealth: 14).
She's going to keep an eye on Arietta just in case she suspects Carlon or something but will otherwise leave her alone.
Over the course of the next few days, Cowboy Nate realizing that this caravan has now likely been on the road for over a month with really no progress towards the cultist activities or even destination (at least according to Cowboy Nate), would've went over directly to the cultists wagons, introduced himself as the caravan healer, and said that he's making his 'rounds' so to speak and was curious if this bunch needed anything as they've been very quiet. Nate would've told his plans to Soar, Jalt and Elspeth over a few days as well before he did it just to make sure that none of them had any huge objections. "Don't worry guys... I know I can do this! The whole 'Cowboy Nate Healer' thing is working for me.... at least let me try."
So, at some point Nate would approach one of the cultists, likely the least scariest one and say:
"Well hidey-ho there neighbors! Name's Nate, caravan healer, I'm just doin' the morning rounds and by gollie I couldn't help but notice y'all been real quiet-like throughout the journey... is there anything at all that I might be able to help out with? Now you don't have to be shy.... I've gots the healing magics to help you all out."
At this point Nate's just trying to get any type of information he can, hoping that one of the members might slip up and say something, or even better invite Nate into their 'circle' if they perhaps needed healing. Even if the roll is bad and they shoe him away, he's hoping one of them say something.
Deception (?) : 7
Soar, the cultists remain standoffish, and the rest of the caravan continues to mutter about it, not outright hostile, but not friendly any more either. They've not contributed to resolving any of the dangers or fights that the caravan has encountered, and they're far from being popular.
One early evening, you notice two of the cultists standing a little to the side, as the rest are setting up camp. You could wander over in their direction without it being too obvious. Roll a Stealth check to avoid attracting their attention, and a Perception check to overhear what they're saying.
The gargoyle doesn't accept any offered food, and rarely even moves. Except one night, when suddenly its large stone hand swipes at something you cannot see from where you are standing. Make a separate Perception check.
The local rabbits are not co-operative about stealing items from the cultist wagons which, they judge, are unlikely to prove to be carrots.
Elspeth, you spend time preparing the ground for your spider invasion of the cultists' wagons, so you can roll again to make your Stealth check at advantage.
You don't notice Arietta doing anything except spending time with, and flirting with, several of the more handsome guards in the caravan.
Nate, the cultist you have chosen for this deception looks at you with cold, dead eyes. We keep ourselves to ourselves, friend 'Nate'. I suggest you do the same.
Another comes over, a little more conciliatory. Now, friend, don't get upset. We're simple folk, and don't know much of the ways of the world, and that's why we're not too friendly and all that. But we're good people. Your healing would be welcome, for sure, but none of us is in need right now. We'll be sure to head your way next time there's something worth looking at. And thanks for the offer. His manner is polite, but in its way, just as clear that you are not welcome.
Yikes! Stealth: 13 Perception: 19
Gargoyle perception: 3
That actually fits with the general intent of the move - she'd try to just stand there obviously, looking at what her ostensible task was, seeming to completely ignore them, relying on the general understanding that the mushrooms made her near-deaf to decrease wariness. Then she listens in. If you want a deception roll, here you are: 5
... remain until Waterdeep at least. It's not for us to make nice with these fools. You know what awaits them in the new order, do you not? Why feign friendship with them? Remain by ourselves, and Keep. Them. Away. There cannot be any... that one there, she is listening. The apparent cultists is dressed simply in a similar guard's leather as most of the other guards in the caravan, but the expression on his face is arrogant, even haughty. Be off with you. Dammit, it's the deaf one. GO! AWAY!
The other one speaks more softly, and you can just make it out. It's foolish to be so antagonistic, when...
The first rounds on him and snaps, speaking loud enough that one or two heads of folk some two dozen feet away turn and look curiously. You call me foolish? You seek to provoke a...
No, no, no, the first speaks quickly. He then looks at Boar and from side to side. Not here. They walk away, into the area between the cultists' wagons.
(On another day, in another place)
Though it is daylight, in the shadow caused by the cart you see a glimmer of light similar to the one you saw previously, and a small creature, perhaps an insect, hovering for a moment and then darting away up into the sky where it is too bright for you to follow.