Also (in case nothing else happens in between), before it is Nub's turn to sleep he will ritual cast Alarm in a 20ft cube around where he sets up to sleep, making it a mental ping rather than audible bell sound. He will try to get Nate and as many other people in the covered area, but not have it include any walking path through the camp. He will choose to not have any tiny creature or any of the people already in the 20 ft cube set off the alarm.
Nub will then pop into his shell to sleep when it is time for him to sleep (which is his own portable home).
Nate, Jamna's response to your first question is: Nope.
As you ask your second question, she is already walking away.
Nate and Nub, please make a Survival check to forage for food.
(OOC: You can retcon to purchase a tent, but this is your last chance - there are no shops on the High Road. :) )
Soar, you spin your tales with skill, and you impress the other guards with the details; the fights go down well with this audience.
With multiple guards on duty during the night, there's no need for you to make Perception checks.
Nub, your Detect Magic gets a few hits from Soar and Nate, and you sense some abjuration magic from Azbara Jos the traveller, but nothing else. Certainly nothing in any of the wagons. People react with a little alarm at first when you start casting Control Flames - roll a straight charisma check to see how well Nub is able to manage that.
The alarm spell doesn't get any hits during the night, and you all wake having completed a long rest.
This post has potentially manipulated dice roll results.
(tent purchased - thank you, much appreciated)
whateverNate thinks to himself as he sees Jamna snub him and walk away. never liked that ***** anyway
Nate checks around for food, meditating as he does so, to bring himself back to his roots... of which he seems to be slowly drifting away from. Survival9
Generally, the rules for foraging are that you do it during the day's journey, rather than at the end as you are making camp. We'll apply that going forward.
Although this is a land of relatively abundant food and water, most of it is cultivated and owned, and taking food would be theft. That increases the DC, as your foraging is restricted in terms of where you can look. So a 14 is a failure; Nate finds plenty of water, but not enough food for himself. You will either have to dip into your rations (if you have any), beg/borrow/buy some, or go hungry.
(Hoping OutlanderWanderer background feature impacts on DC: "In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth." If not, there will be some hungry travellers).
Yes, Nub's Outlander feature means you don't need to roll for survival. Nub finds plenty of food for himself and Nate.
People don't panic when you start to use magic Nub, but it's still a little off-putting for them. You notice over the next day or so that some people who were initially friendly are more wary, and keep their distance. This doesn't apply to everyone - there are still plenty of travellers who are interested to meet a tortle and come over to introduce themselves.
The convoy continues its journey north, hugging the coast as the tall Sword Mountains rise up on the other side. The weather grows cooler each day, though you still wouldn't call it cold, but there's no doubt you're entering the north now. Nevertheless, the sea is close enough to give you regular tastes of ocean salt air, and the countryside is grassland, sparsely populated at first, but then largely abandoned. You begin to see more and more ruins, and pass through abandoned villages overgrown with weeds and grass. The condition of the road varies, and you see where the High Road Charter Company has made repairs to make the road passable, and also some stretches they have improved significantly - the High Road is a work in progress, but the progress is real and visible.
The journey is pleasant, and your fellow travellers and guards are good company. There's little incident, until the late morning of the first day when one of the guards, who has been acting as a scout, comes running at full speed towards you shouting something. At first you can't hear, but then you can make out the word.
Ogres! Ogres!
You hear thumping footsteps behind him, as over the top of a small hill come perhaps a dozen ogres. They split into groups and attack the front, middle and rear of the convoy separately. By chance (i.e. DM design) Soar and Jalt are guarding the middle part where Nate and Nub are walking with most of the other travellers. Several of the travellers scream and turn to run towards the sea and away from the charging monsters, but you hold you ground.
[Was slow at writing this up: Nub then serves up a very gamey stew with wild potatoes, and alongside it some fresh sourdough. He tries to offer some of the food he made to other travellers too, though a few have moved away from him after he cast control flames. He makes a mental note not to do that again, or at least not without asking first.
Nub speaks (very awkwardly) to anyone that introduces themselves and repeats the "I'm not as dumb as I look" line with a different inflection each time, deciding after this experiment that it is not his inflection that is causing the lack of laughter at him saying it, as opposed to when Llerora did it after he had accidentally said something insulting or that had put people off. He misses Llerora and as he stares at the stars, he wonders what she is doing now.]
This post has potentially manipulated dice roll results.
135212
The cultists are at the rear of the convoy, not too close to you all. There are guards with them; it's not clear yet whether any of the cultists are planning to fight. Some of them were posing as merchants, others as mercs or guards, so one would expect some at least to fight back.
This post has potentially manipulated dice roll results.
Round One Guard 1 and 2 (friendly guards who were patrolling with Soar and Jalt) Jalt Ogre 3 and 4 Soar, Nate and Nub (in any order) Ogre 1 and 2 Travellers (in blue circles, they are fleeing to the left)
Guards 1 and 2 both take cover behind wagons and shoot with their shortbows.
Also (in case nothing else happens in between), before it is Nub's turn to sleep he will ritual cast Alarm in a 20ft cube around where he sets up to sleep, making it a mental ping rather than audible bell sound. He will try to get Nate and as many other people in the covered area, but not have it include any walking path through the camp. He will choose to not have any tiny creature or any of the people already in the 20 ft cube set off the alarm.
Nub will then pop into his shell to sleep when it is time for him to sleep (which is his own portable home).
Nate, Jamna's response to your first question is: Nope.
As you ask your second question, she is already walking away.
Nate and Nub, please make a Survival check to forage for food.
(OOC: You can retcon to purchase a tent, but this is your last chance - there are no shops on the High Road. :) )
Soar, you spin your tales with skill, and you impress the other guards with the details; the fights go down well with this audience.
With multiple guards on duty during the night, there's no need for you to make Perception checks.
Nub, your Detect Magic gets a few hits from Soar and Nate, and you sense some abjuration magic from Azbara Jos the traveller, but nothing else. Certainly nothing in any of the wagons. People react with a little alarm at first when you start casting Control Flames - roll a straight charisma check to see how well Nub is able to manage that.
The alarm spell doesn't get any hits during the night, and you all wake having completed a long rest.
(tent purchased - thank you, much appreciated)
whatever Nate thinks to himself as he sees Jamna snub him and walk away. never liked that ***** anyway
Nate checks around for food, meditating as he does so, to bring himself back to his roots... of which he seems to be slowly drifting away from. Survival 9
Sorry, not sure what happened with that roll.
14
Generally, the rules for foraging are that you do it during the day's journey, rather than at the end as you are making camp. We'll apply that going forward.
Although this is a land of relatively abundant food and water, most of it is cultivated and owned, and taking food would be theft. That increases the DC, as your foraging is restricted in terms of where you can look. So a 14 is a failure; Nate finds plenty of water, but not enough food for himself. You will either have to dip into your rations (if you have any), beg/borrow/buy some, or go hungry.
Nate scowls when he doesn't find any food. "Sorry Nub, hope you had better luck. Looks like it's rations for me tonight."
(Nate has a good supply of them. Removed one.)
Nub’s survival: 7
(Hoping Outlander Wanderer background feature impacts on DC: "In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth." If not, there will be some hungry travellers).
Charisma check is going to be interesting: 10
Yes, Nub's Outlander feature means you don't need to roll for survival. Nub finds plenty of food for himself and Nate.
People don't panic when you start to use magic Nub, but it's still a little off-putting for them. You notice over the next day or so that some people who were initially friendly are more wary, and keep their distance. This doesn't apply to everyone - there are still plenty of travellers who are interested to meet a tortle and come over to introduce themselves.
"Thanks, Nub."
(ration added back!)
The convoy continues its journey north, hugging the coast as the tall Sword Mountains rise up on the other side. The weather grows cooler each day, though you still wouldn't call it cold, but there's no doubt you're entering the north now. Nevertheless, the sea is close enough to give you regular tastes of ocean salt air, and the countryside is grassland, sparsely populated at first, but then largely abandoned. You begin to see more and more ruins, and pass through abandoned villages overgrown with weeds and grass. The condition of the road varies, and you see where the High Road Charter Company has made repairs to make the road passable, and also some stretches they have improved significantly - the High Road is a work in progress, but the progress is real and visible.
The journey is pleasant, and your fellow travellers and guards are good company. There's little incident, until the late morning of the first day when one of the guards, who has been acting as a scout, comes running at full speed towards you shouting something. At first you can't hear, but then you can make out the word.
Ogres! Ogres!
You hear thumping footsteps behind him, as over the top of a small hill come perhaps a dozen ogres. They split into groups and attack the front, middle and rear of the convoy separately. By chance (i.e. DM design) Soar and Jalt are guarding the middle part where Nate and Nub are walking with most of the other travellers. Several of the travellers scream and turn to run towards the sea and away from the charging monsters, but you hold you ground.
Everyone roll initiative please.

[Was slow at writing this up: Nub then serves up a very gamey stew with wild potatoes, and alongside it some fresh sourdough. He tries to offer some of the food he made to other travellers too, though a few have moved away from him after he cast control flames. He makes a mental note not to do that again, or at least not without asking first.
Nub speaks (very awkwardly) to anyone that introduces themselves and repeats the "I'm not as dumb as I look" line with a different inflection each time, deciding after this experiment that it is not his inflection that is causing the lack of laughter at him saying it, as opposed to when Llerora did it after he had accidentally said something insulting or that had put people off. He misses Llerora and as he stares at the stars, he wonders what she is doing now.]
Nub's Initiative: 8
Nate hears the Ogres pounding footsteps and then sees them appear on the horizon.
oh shit
Initiative: 11
Jalt draws his warpick and shield at the sound of the yelling
initiative: 16
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
(Would also say that Soar would have cast detect evil and good walking around the camps, similar to how she started the first caravan.)
Soar initiative: 6
About how far away are the ogres? And in which segment of the convoy are the cultists? Curious if they will actually have to defend themselves...
Nate was also curious like Soar about the cultists, how they are reacting to this, etc.
13 5 2 12
The cultists are at the rear of the convoy, not too close to you all. There are guards with them; it's not clear yet whether any of the cultists are planning to fight. Some of them were posing as merchants, others as mercs or guards, so one would expect some at least to fight back.
Round One

Guard 1 and 2 (friendly guards who were patrolling with Soar and Jalt)
Jalt
Ogre 3 and 4
Soar, Nate and Nub (in any order)
Ogre 1 and 2
Travellers (in blue circles, they are fleeing to the left)
Guards 1 and 2 both take cover behind wagons and shoot with their shortbows.
Guard 1 attacks Ogre 2: Attack: 13 Damage: 3
Guard 2 attacks Ogre 1: Attack: 10 Damage: 4
Two very good hits, but you can see how strong these enemies are, and how even a good arrow to side doesn't slow them down at all.
Jalt is up.
(Soar, your Detect Evil and Good reveals nothing.)
(You should assume oxen at the front of each wagon, I haven't had time to add them.)
(MaxandDad, feel free to send me an alternative token for Nub, using this or any other tool: http://rolladvantage.com/tokenstamp/)
Jalt wanting to hold his magic in reserve, rushes towards Ogre 1 with warpick in hand and swings Attack: 8 Damage: 5
invoking war priest, Jalt takes another swing with the war pick Attack: 11 Damage: 9
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Ogre 1 takes another two substantial blows. He's not even close to being badly hurt.
Ogre 3 runs towards Nate and Nub, raising his huge spiked greatclub as he moves. He says something - does anyone speak giant?
And as he reaches you, the club falls down towards Nate:
Attack: 22 Damage: 17
Nate staggers a little as he takes 10 points of bludgeoning damage.

Ogre 4 runs to the nearest wagon, picks it up, and throws it at the fleeing travellers:
9
One manages to dodge out of the way; the other manages to avoid damage but is pinned under the wreck of the ruined wagon.
Soar, Nate and Nub are up.