Elpseth fairly unabashedly craned her head to look at the new arrivals, trying to catch sight of who was inside the palanquin before remembering that she's supposed to be undercover.(Int check: 2, can Elspeth see their faces from far away with her magical glasses,? If so, she chooses to remain where she is sitting while looking out a window.) Her instinct is to follow Soar into Ackyn's shop, but desists. If she can identify who it is carrying the palanquin she'll find a discreet way of telling the others later.
She'd suggest to Jalt that they both attempt to approach Losvius Longnose, although independently of each other, since he's looking to hire several guards, but she'll wait for others to decide before attempting to impress the merchant.
Elspeth, you can make a Perception check with advantage to observe the person in the palanquin, or attempt to. There's a limit to what can be seen, but with a high roll you might notice something...
This post has potentially manipulated dice roll results.
"Good luck everyone - I guess this is it right?!" Nate says to the party as they head into the tavern, likely at staggered times.
Nate sees Edhelri Lewel, makes eye contact with her and heads over to greet her. Nate is not drinking tonight at all. Nate tips his hat to her.
"Evenin' Ma'am - was hoping to meet you here again! My offer stands from our chat a few days back... I'd be honored to guard yourself and your fine wood to Waterdeep. If you'd have me, of course."
Nate will use the Athletics check with the bonus as he's a fit looking young man.21
This post has potentially manipulated dice roll results.
Soar will return to the group and update them subtly on what she learned from Ackyn.
She will approach Lasfelro the Silent with Leda, and and state simply that she is an experienced guard, a former bard, and looking to work with no questions asked. She projects competency and pessimism and again a bit of that dry, arch humor.
This post has potentially manipulated dice roll results.
(I'm piloting Jalt for a few days)
Jalt takes Elspeth's suggestion, and approaches Losvius Longnose. He speaks of a background with military and religious training, and offers Ackyn Selabon's name as a reference.
Elspeth will approach Losvius Longnose some time after Jalt does, speaking of her past experiences as a guard as well as a simple, but competent traveler. She offers a display of her magical talents as she does, pointing out she'd be an effective scout for skirting around danger as well as a fighter if the needs arise.
Elspeth, you almost miss it. The occupant is so careful to keep hidden, but you are able to discern a little just from the movement of the carriage and the bearers. This person is tall, unusually tall for most creatures. A goliath perhaps? You can't say. They're heavy, or they have something heavy with them; the bearers look strong, capable, but their faces show signs of the exertion of carrying this load. A guard steps to one side, speaks to a merchant, receives something. He steps to the palanquin, raises a small pouch to the heavy curtain, which parts. You see, for a fraction of a second, a finger or... a claw... with black scales. And in a heartbeat, it's gone. It might have been a dragonborn, but it might have been something else.
Later, and back in the tavern, and one by one you all find employment.
Nate, Edhelri Lewel takes you on as her personal bodyguard, and will pay ten gold per tenday, plus your food and other living expenses on the road. It's a good deal, relative to what others are getting. You'll stay with me, and close by, she says shortly. Starting now. If you've any belongings stored somewhere, be off now and collect them. She frowns. I don't like the look of some of these people. Eldheri also hires another guard, who will stay with her wagon rather than guard her personally; his name is Sulesdeg the Pole, and he's over seven feet tall. He looks at you, not in an unfriendly way, but doesn't say anything.
Soar, Lasfelro the Silent employs you and Leda Widris in the same fashion; you are to be his bodyguard, and Leda is to guard his wagon and goods. Leda seems happy with the job, and though she is earning a little less money than you, it's more than her last job, with better conditions. 'Boar' will also be paid ten gold per tenday plus food and expenses.
Jalt and Elspeth, Losvius Longnose hires a total of seven guards to look after himself and his three wagons. As his bodyguard, and chief of the rest of you, he hires a female dwarf named Eldkin Agetul, who has a fairly abrupt manner. I want you all to get along and work as a team, Losvius says before returning to his other business. Eldkin snorts, and gives you orders to head to the wagons and guard them overnight. Jalt and Elspeth, you will both act as sergeants, overseeing the work of the other four guards, and reporting to Eldkin; you will be paid eight gold per tenday, plus food and expenses.
All in all, you've done pretty well for yourselves. However, your new employers expect you to start work immediately. As in, right now and with no delay. You don't have any more time to talk to each other. As far as anyone knows, none of you know each other, though you can establish that you do if you want to. Even Jalt and Elspeth, hired on by the same merchant, approached him separately.
Does anyone want to reject the offer of employment and roll again with someone else? (It would be at disadvantage, and would be your last chance. If you fail, you would just accompany the caravan as a regular traveller - and would need to pay your own way or bring your own food.)
Soar will go grab her stuff and be at Lasfelro’s (it’s going to take me a while before I can spell that without reference) side. She has attended highers-up in the chapterhouse earlier in her career but never as a real bodyguard so she will be faking this a little. She will take his lead and refrain from unnecessary conversation. If he’s feeling chatty ever she will ask questions and make more dry, negatively funny jokes. But otherwise she will stay quiet and as watchful as she can. Small half-winks when rarely making eye contact with Jalt, Elspeth, and Nate, and trying to be a very little bit friendly to Leda. If she can catch a glimpse of the cargo or listen to any noises they make, she will, but not obviously. Is she expected to sleep outside his door or how does he want to handle guarding?
"Well shucks, this is most excellent, Ma'am. You won't be disappointed. I have nothing to settle up and am at your service, starting now. The minute we gettin' this thing-a rollin' I'll show you my Wolf trick I was telling you about earlier. Should give us the bead eye on the suckers so they'll be no surprises. And if there's bandits... well this guy looks like he can handle things for the both of us in that regard. So - when are we bustin' this ole' popstand?"
Nate then looks to Sulesdeg the Pole "Pleased to meet you sir and I'm glad to make your acquaintance on this trip as well!" Nate tips his hat to him in a friendly way and then says nothing else to him.
Nate will also notice that the others seemed to have been signed on as well, and will make sure that he makes direct eye contact with each one of them to signal that he is good to go.
He is starting to worry that at some point he might have to betray this nice Moon Elf if shit goes awry during the caravan, but his one goal now is to find out more about the cult and this is his only focus now that he's secured his position in the caravan. He will do what he has to do in the moment if it comes. For now though, he's proud of himself for succeeding in getting hired on in this fake character.
All he really wants to do is go take a nap under a tree with a cat or something. Alone. This is EXHAUSTING for him.
Soar, Lasfelro does not utter a single word after the recruitment is complete - it seems he is true to his name. When you and Leda reach the man's wagon, there's a surprise waiting for you; a gargoyle perched on the frame that holds the canvas wagon together. It shifts and eyes you both, but says nothing; you can see that a silver chain links it to the wagon. However, it makes no further move, and says nothing, during the night. Leda eyes you, shrugs, and settles down to rest. Wake me up when it's my watch, she says. This should be... interesting. It's clear that Lasfelro wants you to stay with the wagon tonight while he's in the tavern, though presumably your bodyguarding duties will begin tomorrow.
Nate, Edhelri interrupts your words. Please, my friend, do not trouble me with so many words. Talk to this one, she indicates Sulesdeg, if you need chit-chat. Follow me to the wagon. She leads you to a sturdy wooden wagon filled with strange-looking wood - she's not reluctant to show the interior. Don't touch, mind. The wood doesn't like it. The wagons are in a guarded area behind the tavern and don't really need your individual attention. Sleep here, Edhelri orders Sulesdeg. You can sleep on the floor in my tavern room, she says to you, Nate, and she walks you back. You spend a night on the floor, which is not too unusual for you, though the sound of Edhelri's snoring is new.
Jalt and Elspeth don't see Losvius again. Eldkin comes and checks on you both as you guard the wagons overnight, though the task is clearly redundant since they are already in a guarded compound. Some of the other guards tell you that this is standard practice; a way for your employers to make it clear that you work to their schedule, right from the start. So you and the other four guards feel a little foolish, but do your job. You are able to take shifts, and Eldkin is pleased that you've managed to organise this amongst yourselves. You see Soar, some distance away, guarding another wagon, though Nate has disappeared back into the tavern.
(Just need a quick confirmation that Elspeth is okay with the deal, and a re-roll if not, then we'll move on...)
Soar will, once she is about to leave the tavern behind Lasfelro, use her divine sense ability to check her new boss and anyone else she can glimpse in the tavern to see if they are "anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover." Her pupils flash a dull green but she tries to keep them downcast when they do so. She'll also do this when she's taking the first shift and Leda is sleeping.
She'll stay alert during her watch and listen for any noises coming from wagon, and try to smell anything she can about what might be inside. If the gargoyle is sleeping or appears not to care about what she's doing, she will also cast speak with animals should she see a mouse, rat, bat, lizard, scorpion, spider, and very quietly ask it whether it can tell what's inside using its better senses. If the animal's friendly, she'll also ask it to go talk to Elspeth and tell her that this is one way they could talk to each other without being observed.
(Assuming persuasion check(s), but feel free to swap out modifiers: 821)
Elspeth is fairly satisfied by her negotiations and closes the deal with Losvius, pushing her chair back as she excuses herself to collect her stuff. She nods to Eldkin, and tries to look serious and earnest as she gives a small bow before hurrying away. She gives Nate and Soar a barely imperceptible nod when she passes them, and makes a note to herself to tell them what she managed to see in the carriage. She, somewhat awkwardly finds a spot near the wagons to take up her position, and she'll volunteer to take first watch to make a good impression.
She'll try to chat a little with the other guards to learn more about them, where they come from, their past experiences and suchlike before they go to sleep. If Soar manages to send a message to her through animals, Elspeth with make sure the rest of the guards are all definitely asleep before casting animal messenger to reply with an affirmation. She'll also whisper to the animal to tell Soar that she saw someone heavy, tall, possibly scaled hidden in the carriage.
Soar, you do not sense anything fiendish, undead or celestial within range, though you suspect that not all the wagons or members of the caravan are currently in range. At no point during the night does the gargoyle appear less than fully alert, and while it is not wholly focused on you, you are definitely included in its field of vision and you do not attempt to speak with any animals, despite a few rats passing in the night.
Elspeth, the two guards assigned to you are brother, both humans, named Albit and Gethyn. They are young, and this will be their first job outside Baldur's Gate. They ask you lots of questions about where you've been and what fights you've been involved in - it's up to you how much you want to tell them.
The following morning, the caravan gathers to set off. Ackyn comes to make a few final deliveries, but as you are now all under cover to an extent, he does not speak to you or even acknowledge you.
There are around fifteen wagons or carts in total, of which three seem to belong to the Cult of the Dragon. The rest are traders (most of whom you have already met) or families relocating to Waterdeep. There are perhaps a dozen other travellers, some with their own guards and others without, also travelling with you - some have paid the traders to ride on their carts with the goods, others have horses or intend to walk. It's a large and noisy group of people gathering in the square, getting last minute supplies from street vendors, arguing about who will be ahead of who, calming the animals - donkeys and oxen for the most part - that are pulling the carts, and exchanging news, stories and gossip about the caravan's members and the trip ahead. The journey to Waterdeep is over seven hundred miles, and is expected to take a little less than two months.
Right from the start, the cultists keep a little distance between themselves and the rest of the caravan, and this attracts attention and some negative commentary. You also notice that unlike many of the traders, the cultists have not accepted any travellers as passengers on their wagons.
With the sun already high in the morning sky, your fellow caravan members are starting to get angry at the delay, though no-one knows the reason for it. And then suddenly, and without warning, the first wagons start to move, and then the next few, and then the whole train rolls out, the mood changing almost immediately to excitement and enthusiasm for the journey ahead. Even some of the experienced traders and guards who've made this trip many times get the spirit, and start to retell some favourite stories of past trips.
As the owner of the largest group of wagons, Losvius seems to be taken, or been given, something of a leading position, and his wagons are at the head of the caravan, with Jalt and Elspeth having a clear sight of the road ahead. The cultists, who appear to be regular merchants just like any other as far as the rest of the caravan is concerned, follow immediately behind - as a group, they appear to be a little standoffish, but individual members of their group do seem to chat with the other traders and guards, enough to mean that no-one is particularly suspicious or wary of them. Towards the back of the cavaran, Edhelri and Lasfelro drive their wagons fairly close together, with Edhelri in front; Soar, you can see Nate's head about thirty feet in front of you as he sometimes walks, sometimes rides with Edhelri.
On this first day, you are mostly headed along rural roads that join small towns and tiny villages that surround, and supply, the city of Baldur's Gate. The morning weather is pleasant, if a little chilly, but as the day goes on dark clouds appear on the horizon, and they grow closer and closer.
This post has potentially manipulated dice roll results.
112
On the second day out of Baldur's Gate, the weather takes a nasty turn. The heavens open in the morning, and the rain is bitingly cold as the wind picks up. The good spirits of the day before are already gone by midday, and by the evening everyone is exhausted and would be complaining if they could be heard. Lightning starts flashing in the skies to the north.
There's an inn up ahead, says Eldkin where Jalt and Elspeth can hear. A decent one, some good rooms, maybe enough for the traders, and the rest of us can sleep in the stables.
However, when you reach the inn itself, the innkeeper is apologetic. I'm afraid all our rooms are fully booked. A private party, you know. They've taken the common room as well. I suppose there might be some room in the stable, but...
Now, now, I won't hear of that, says a voice behind the innkeeper. A human man in his late twenties comes over, sniffing the air. Our horses are rather particular about the company they keep, and I wouldn't want their rest to be interrupted by these peasants and their foolishness. Let them sleep in the gutter, for all I care.
One or two of the other merchants' guards mutter at this. The merchants of the caravan have gathered in a group, and you are all in a position to hear the conversation. Edheri tuts quietly but does not seem inclined to do anything. Lasfelro seems to have no interest in staying at the inn.
OOC: if the gargoyle's just generally watching, she'll still quietly cast the spell and talk to the animals to get the gargoyle used to her being a bit weird.
On that first day, Soar will also cast detect magic when the caravan's stopped, just before it's about ready to get going again, when people are scurrying about and she has to go get water somewhere or dispose of some refuse from lunch. Some time when she has an excuse to range a bit farther from her wagon and Leda is by the wagon. She'll get barely within 30 feet of the cult's wagons, trying to grunt semi-amiably at one of the cultists/guards she doesn't recognize from the camp, grabbing and arching her back in a familiar, travel-weary manner. She'll keep her eye out for anything magical she is able to spot at the periphery of their wagons, and then Edhelri's wagon, and then she'll still have the spell going when she gets close to Lasfelro's wagon.
As the clouds gather, she says morosely, "Rain. My favorite." She sighs and pulls her cloak up and tighter around her, keeping bundled up through the night's watch and then into the second day. She'll try again to talk to any local animals nearby, asking the same questions of what they're seeing, if they smell or hear anything interesting in the wagon, and if any are game, asking them to go talk to Elspeth or Nate.
(Does she ever have any reason to go into the wagon? Does Lasfelro even go inside?)
Soar is literally immune to disease thanks to Kelemvor's favor, so she is personally fine staying out in the elements and braving the cold and wet. She'll explore new depths of dour expressions, though. When Lasfelro indicates no inn, she'll try to look at supplies for any sort of treated covering to at least stop the rain from hitting them on the head when they try to sleep, wherever that may be. It's very hard for Soar not to be chatty and try to buoy everyone's spirits, but she's trying to be totally unrecognizable and fit in with her new employer for now, and so she's just going along quietly.
Back on the first night, Soar casts Speak with Animals in full view of the gargoyle (making no attempt to hide it, is that right?). A small brown rat stops and looks at you quizzically, sniffing the air. You got food? It can't say what's inside the wagon; it gets alarmed at the thought of approaching the gargoyle. But it happily carries a message to Elspeth, if you wish - and if you have food to share.
As Soar walks away towards Lasfelro's wagon, the atmosphere in the area outside the inn is getting worse. Some of the younger guards are now openly shouting insults at the rich man, who is getting redder and redder in the face. This includes Albit and Gethyn, the two guards assigned to Elspeth, and also Cove and Hariman, the two assigned to Jalt. The rich man calls into the inn, and a moment later several armed guards come out. The innkeeper is standing between the two groups, trying desperately to calm the situation.
(She would not try to, like, nefariously hide the casting but she would face away and down at the ground so he would have to really move to see the exact motions. So he could easily know something was cast and that she was being weird and talking to a rat, but she wouldn’t show him openly the nature of the casting. More like a long shift being made more bearable by talking to animals. Boar is not a people person. She would hand over some biscuit to the rat and also ask it to tell her if anyone or anything gets near the wagon - there’s more biscuit for more help. If Lasfelro asks, she will tell him honestly that she finds she does her job better if she can get some extra eyes on her charges. Also did she see anything with detect magic?)
The next evening at the inn, Soar looks at Lasfelro, rolls her eyes, and says “of course...” and points back at the conflict with the unspoken question of “I should probably try to defuse this, right?” If he doesn’t shake his head or tell her to mind her own business she will walk to the fight and, with a sigh, walk between the quarreling people and begin to pull the guards back and grumpily, but soothingly, try to persuade them its not worth the effort.
Throughout the first day, Nate will keep a keen eye out as the caravan begins its trek. He will make idle chit-chat with his Guardmate, and also be on the keen lookout for wolves. He would've cast Locate Animals or Plants at least once on the first day, attempting to pinpoint the location of any wolves within 5 miles. He likely would've cast this spell halfway through the day.
Furthermore, during the second day Nate would've cast that spell again, trying to see if wolves are around. Also, when the weather changes, he would've cast Druidcraft to predict the weather for the next 24 hours. The beautiful little orb that Nate creates will show him if this storm will last. Nate will then relay this info to his employer Edhelri. "That's another little trick I picked up workin on the farm.. sure does help with the crops being able to forecast the weather! hyuk hyuk!"
As for the scuffle that looks like it's about to go down at the Inn... Nate's going to hang back and watch it all unfold. He couldn't give two shits about it but ultimately hopes nothing comes of it to not cause any unnecessary "issues" since we've worked so hard to get into this caravan to begin with. Nate will watch the situation unfold with the people closer to the Inn where the arguing is going on and also keep a close eye on his employer Edhelri who looks like she's getting pissed off.
Nate couldn't care less if we slept outside in the rain, or even in the storm. He's done it hundreds of times.
Soar, your Detect Magic doesn't reveal anything other than your own gloves. You don't sense any additional sources of magic nearby, and your spell encompasses Lasfelro's wagon, the group of travellers immediately ahead of you, and the two wagons behind. Neither the gargoyle itself nor the silver chain that binds it appear to be magical.
The rat is amiable but cannot hold a thought for long; it happily takes your food, pops back every few minutes to say that no-one has entered the wagon, but soon forgets and seems to fall behind the caravan.
In response to your question, Lasfelro replies: Best to avoid conflict, yes. Please do so. It's not clear if he means for you to intervene and stop conflict, or if he prefers you not to get involved. He then walks away not keen to intervene himself.
You walk into the middle of the fight. Who are you pulling, and what are you saying as you do so? Jalt is going to try to help, given that he's responsible for some of the young guards involved, but he'll follow your lead.
This will probably involve a persuasion roll at advantage.
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Elpseth fairly unabashedly craned her head to look at the new arrivals, trying to catch sight of who was inside the palanquin before remembering that she's supposed to be undercover.(Int check: 2, can Elspeth see their faces from far away with her magical glasses,? If so, she chooses to remain where she is sitting while looking out a window.) Her instinct is to follow Soar into Ackyn's shop, but desists. If she can identify who it is carrying the palanquin she'll find a discreet way of telling the others later.
She'd suggest to Jalt that they both attempt to approach Losvius Longnose, although independently of each other, since he's looking to hire several guards, but she'll wait for others to decide before attempting to impress the merchant.
Elspeth, you can make a Perception check with advantage to observe the person in the palanquin, or attempt to. There's a limit to what can be seen, but with a high roll you might notice something...
"Good luck everyone - I guess this is it right?!" Nate says to the party as they head into the tavern, likely at staggered times.
Nate sees Edhelri Lewel, makes eye contact with her and heads over to greet her. Nate is not drinking tonight at all. Nate tips his hat to her.
"Evenin' Ma'am - was hoping to meet you here again! My offer stands from our chat a few days back... I'd be honored to guard yourself and your fine wood to Waterdeep. If you'd have me, of course."
Nate will use the Athletics check with the bonus as he's a fit looking young man.21
Soar will return to the group and update them subtly on what she learned from Ackyn.
She will approach Lasfelro the Silent with Leda, and and state simply that she is an experienced guard, a former bard, and looking to work with no questions asked. She projects competency and pessimism and again a bit of that dry, arch humor.
Persuasion: 20
I'm going to wait for everyone to choose, and roll, before narrating outcomes for this round.
(I'm piloting Jalt for a few days)
Jalt takes Elspeth's suggestion, and approaches Losvius Longnose. He speaks of a background with military and religious training, and offers Ackyn Selabon's name as a reference.
Persuasion 15
Only Elspeth still to go...
Perception: 15
Elspeth will approach Losvius Longnose some time after Jalt does, speaking of her past experiences as a guard as well as a simple, but competent traveler. She offers a display of her magical talents as she does, pointing out she'd be an effective scout for skirting around danger as well as a fighter if the needs arise.
Persuasion: 5
Elspeth, you almost miss it. The occupant is so careful to keep hidden, but you are able to discern a little just from the movement of the carriage and the bearers. This person is tall, unusually tall for most creatures. A goliath perhaps? You can't say. They're heavy, or they have something heavy with them; the bearers look strong, capable, but their faces show signs of the exertion of carrying this load. A guard steps to one side, speaks to a merchant, receives something. He steps to the palanquin, raises a small pouch to the heavy curtain, which parts. You see, for a fraction of a second, a finger or... a claw... with black scales. And in a heartbeat, it's gone. It might have been a dragonborn, but it might have been something else.
Later, and back in the tavern, and one by one you all find employment.
Nate, Edhelri Lewel takes you on as her personal bodyguard, and will pay ten gold per tenday, plus your food and other living expenses on the road. It's a good deal, relative to what others are getting. You'll stay with me, and close by, she says shortly. Starting now. If you've any belongings stored somewhere, be off now and collect them. She frowns. I don't like the look of some of these people. Eldheri also hires another guard, who will stay with her wagon rather than guard her personally; his name is Sulesdeg the Pole, and he's over seven feet tall. He looks at you, not in an unfriendly way, but doesn't say anything.
Soar, Lasfelro the Silent employs you and Leda Widris in the same fashion; you are to be his bodyguard, and Leda is to guard his wagon and goods. Leda seems happy with the job, and though she is earning a little less money than you, it's more than her last job, with better conditions. 'Boar' will also be paid ten gold per tenday plus food and expenses.
Jalt and Elspeth, Losvius Longnose hires a total of seven guards to look after himself and his three wagons. As his bodyguard, and chief of the rest of you, he hires a female dwarf named Eldkin Agetul, who has a fairly abrupt manner. I want you all to get along and work as a team, Losvius says before returning to his other business. Eldkin snorts, and gives you orders to head to the wagons and guard them overnight. Jalt and Elspeth, you will both act as sergeants, overseeing the work of the other four guards, and reporting to Eldkin; you will be paid eight gold per tenday, plus food and expenses.
All in all, you've done pretty well for yourselves. However, your new employers expect you to start work immediately. As in, right now and with no delay. You don't have any more time to talk to each other. As far as anyone knows, none of you know each other, though you can establish that you do if you want to. Even Jalt and Elspeth, hired on by the same merchant, approached him separately.
Does anyone want to reject the offer of employment and roll again with someone else? (It would be at disadvantage, and would be your last chance. If you fail, you would just accompany the caravan as a regular traveller - and would need to pay your own way or bring your own food.)
Soar will go grab her stuff and be at Lasfelro’s (it’s going to take me a while before I can spell that without reference) side. She has attended highers-up in the chapterhouse earlier in her career but never as a real bodyguard so she will be faking this a little. She will take his lead and refrain from unnecessary conversation. If he’s feeling chatty ever she will ask questions and make more dry, negatively funny jokes. But otherwise she will stay quiet and as watchful as she can. Small half-winks when rarely making eye contact with Jalt, Elspeth, and Nate, and trying to be a very little bit friendly to Leda. If she can catch a glimpse of the cargo or listen to any noises they make, she will, but not obviously. Is she expected to sleep outside his door or how does he want to handle guarding?
"Well shucks, this is most excellent, Ma'am. You won't be disappointed. I have nothing to settle up and am at your service, starting now. The minute we gettin' this thing-a rollin' I'll show you my Wolf trick I was telling you about earlier. Should give us the bead eye on the suckers so they'll be no surprises. And if there's bandits... well this guy looks like he can handle things for the both of us in that regard. So - when are we bustin' this ole' popstand?"
Nate then looks to Sulesdeg the Pole "Pleased to meet you sir and I'm glad to make your acquaintance on this trip as well!" Nate tips his hat to him in a friendly way and then says nothing else to him.
Nate will also notice that the others seemed to have been signed on as well, and will make sure that he makes direct eye contact with each one of them to signal that he is good to go.
He is starting to worry that at some point he might have to betray this nice Moon Elf if shit goes awry during the caravan, but his one goal now is to find out more about the cult and this is his only focus now that he's secured his position in the caravan. He will do what he has to do in the moment if it comes. For now though, he's proud of himself for succeeding in getting hired on in this fake character.
All he really wants to do is go take a nap under a tree with a cat or something. Alone. This is EXHAUSTING for him.
Soar, Lasfelro does not utter a single word after the recruitment is complete - it seems he is true to his name. When you and Leda reach the man's wagon, there's a surprise waiting for you; a gargoyle perched on the frame that holds the canvas wagon together. It shifts and eyes you both, but says nothing; you can see that a silver chain links it to the wagon. However, it makes no further move, and says nothing, during the night. Leda eyes you, shrugs, and settles down to rest. Wake me up when it's my watch, she says. This should be... interesting. It's clear that Lasfelro wants you to stay with the wagon tonight while he's in the tavern, though presumably your bodyguarding duties will begin tomorrow.
Nate, Edhelri interrupts your words. Please, my friend, do not trouble me with so many words. Talk to this one, she indicates Sulesdeg, if you need chit-chat. Follow me to the wagon. She leads you to a sturdy wooden wagon filled with strange-looking wood - she's not reluctant to show the interior. Don't touch, mind. The wood doesn't like it. The wagons are in a guarded area behind the tavern and don't really need your individual attention. Sleep here, Edhelri orders Sulesdeg. You can sleep on the floor in my tavern room, she says to you, Nate, and she walks you back. You spend a night on the floor, which is not too unusual for you, though the sound of Edhelri's snoring is new.
Jalt and Elspeth don't see Losvius again. Eldkin comes and checks on you both as you guard the wagons overnight, though the task is clearly redundant since they are already in a guarded compound. Some of the other guards tell you that this is standard practice; a way for your employers to make it clear that you work to their schedule, right from the start. So you and the other four guards feel a little foolish, but do your job. You are able to take shifts, and Eldkin is pleased that you've managed to organise this amongst yourselves. You see Soar, some distance away, guarding another wagon, though Nate has disappeared back into the tavern.
(Just need a quick confirmation that Elspeth is okay with the deal, and a re-roll if not, then we'll move on...)
Soar will, once she is about to leave the tavern behind Lasfelro, use her divine sense ability to check her new boss and anyone else she can glimpse in the tavern to see if they are "anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover." Her pupils flash a dull green but she tries to keep them downcast when they do so. She'll also do this when she's taking the first shift and Leda is sleeping.
She'll stay alert during her watch and listen for any noises coming from wagon, and try to smell anything she can about what might be inside. If the gargoyle is sleeping or appears not to care about what she's doing, she will also cast speak with animals should she see a mouse, rat, bat, lizard, scorpion, spider, and very quietly ask it whether it can tell what's inside using its better senses. If the animal's friendly, she'll also ask it to go talk to Elspeth and tell her that this is one way they could talk to each other without being observed.
(Assuming persuasion check(s), but feel free to swap out modifiers: 8 21)
Elspeth is fairly satisfied by her negotiations and closes the deal with Losvius, pushing her chair back as she excuses herself to collect her stuff. She nods to Eldkin, and tries to look serious and earnest as she gives a small bow before hurrying away. She gives Nate and Soar a barely imperceptible nod when she passes them, and makes a note to herself to tell them what she managed to see in the carriage. She, somewhat awkwardly finds a spot near the wagons to take up her position, and she'll volunteer to take first watch to make a good impression.
She'll try to chat a little with the other guards to learn more about them, where they come from, their past experiences and suchlike before they go to sleep. If Soar manages to send a message to her through animals, Elspeth with make sure the rest of the guards are all definitely asleep before casting animal messenger to reply with an affirmation. She'll also whisper to the animal to tell Soar that she saw someone heavy, tall, possibly scaled hidden in the carriage.
Soar, you do not sense anything fiendish, undead or celestial within range, though you suspect that not all the wagons or members of the caravan are currently in range. At no point during the night does the gargoyle appear less than fully alert, and while it is not wholly focused on you, you are definitely included in its field of vision and you do not attempt to speak with any animals, despite a few rats passing in the night.
Elspeth, the two guards assigned to you are brother, both humans, named Albit and Gethyn. They are young, and this will be their first job outside Baldur's Gate. They ask you lots of questions about where you've been and what fights you've been involved in - it's up to you how much you want to tell them.
The following morning, the caravan gathers to set off. Ackyn comes to make a few final deliveries, but as you are now all under cover to an extent, he does not speak to you or even acknowledge you.
There are around fifteen wagons or carts in total, of which three seem to belong to the Cult of the Dragon. The rest are traders (most of whom you have already met) or families relocating to Waterdeep. There are perhaps a dozen other travellers, some with their own guards and others without, also travelling with you - some have paid the traders to ride on their carts with the goods, others have horses or intend to walk. It's a large and noisy group of people gathering in the square, getting last minute supplies from street vendors, arguing about who will be ahead of who, calming the animals - donkeys and oxen for the most part - that are pulling the carts, and exchanging news, stories and gossip about the caravan's members and the trip ahead. The journey to Waterdeep is over seven hundred miles, and is expected to take a little less than two months.
Right from the start, the cultists keep a little distance between themselves and the rest of the caravan, and this attracts attention and some negative commentary. You also notice that unlike many of the traders, the cultists have not accepted any travellers as passengers on their wagons.
With the sun already high in the morning sky, your fellow caravan members are starting to get angry at the delay, though no-one knows the reason for it. And then suddenly, and without warning, the first wagons start to move, and then the next few, and then the whole train rolls out, the mood changing almost immediately to excitement and enthusiasm for the journey ahead. Even some of the experienced traders and guards who've made this trip many times get the spirit, and start to retell some favourite stories of past trips.
As the owner of the largest group of wagons, Losvius seems to be taken, or been given, something of a leading position, and his wagons are at the head of the caravan, with Jalt and Elspeth having a clear sight of the road ahead. The cultists, who appear to be regular merchants just like any other as far as the rest of the caravan is concerned, follow immediately behind - as a group, they appear to be a little standoffish, but individual members of their group do seem to chat with the other traders and guards, enough to mean that no-one is particularly suspicious or wary of them. Towards the back of the cavaran, Edhelri and Lasfelro drive their wagons fairly close together, with Edhelri in front; Soar, you can see Nate's head about thirty feet in front of you as he sometimes walks, sometimes rides with Edhelri.
On this first day, you are mostly headed along rural roads that join small towns and tiny villages that surround, and supply, the city of Baldur's Gate. The morning weather is pleasant, if a little chilly, but as the day goes on dark clouds appear on the horizon, and they grow closer and closer.
11 2
On the second day out of Baldur's Gate, the weather takes a nasty turn. The heavens open in the morning, and the rain is bitingly cold as the wind picks up. The good spirits of the day before are already gone by midday, and by the evening everyone is exhausted and would be complaining if they could be heard. Lightning starts flashing in the skies to the north.
There's an inn up ahead, says Eldkin where Jalt and Elspeth can hear. A decent one, some good rooms, maybe enough for the traders, and the rest of us can sleep in the stables.
However, when you reach the inn itself, the innkeeper is apologetic. I'm afraid all our rooms are fully booked. A private party, you know. They've taken the common room as well. I suppose there might be some room in the stable, but...
Now, now, I won't hear of that, says a voice behind the innkeeper. A human man in his late twenties comes over, sniffing the air. Our horses are rather particular about the company they keep, and I wouldn't want their rest to be interrupted by these peasants and their foolishness. Let them sleep in the gutter, for all I care.
One or two of the other merchants' guards mutter at this. The merchants of the caravan have gathered in a group, and you are all in a position to hear the conversation. Edheri tuts quietly but does not seem inclined to do anything. Lasfelro seems to have no interest in staying at the inn.
What would you like to do (if anything)?
OOC: if the gargoyle's just generally watching, she'll still quietly cast the spell and talk to the animals to get the gargoyle used to her being a bit weird.
On that first day, Soar will also cast detect magic when the caravan's stopped, just before it's about ready to get going again, when people are scurrying about and she has to go get water somewhere or dispose of some refuse from lunch. Some time when she has an excuse to range a bit farther from her wagon and Leda is by the wagon. She'll get barely within 30 feet of the cult's wagons, trying to grunt semi-amiably at one of the cultists/guards she doesn't recognize from the camp, grabbing and arching her back in a familiar, travel-weary manner. She'll keep her eye out for anything magical she is able to spot at the periphery of their wagons, and then Edhelri's wagon, and then she'll still have the spell going when she gets close to Lasfelro's wagon.
As the clouds gather, she says morosely, "Rain. My favorite." She sighs and pulls her cloak up and tighter around her, keeping bundled up through the night's watch and then into the second day. She'll try again to talk to any local animals nearby, asking the same questions of what they're seeing, if they smell or hear anything interesting in the wagon, and if any are game, asking them to go talk to Elspeth or Nate.
(Does she ever have any reason to go into the wagon? Does Lasfelro even go inside?)
Soar is literally immune to disease thanks to Kelemvor's favor, so she is personally fine staying out in the elements and braving the cold and wet. She'll explore new depths of dour expressions, though. When Lasfelro indicates no inn, she'll try to look at supplies for any sort of treated covering to at least stop the rain from hitting them on the head when they try to sleep, wherever that may be. It's very hard for Soar not to be chatty and try to buoy everyone's spirits, but she's trying to be totally unrecognizable and fit in with her new employer for now, and so she's just going along quietly.
Back on the first night, Soar casts Speak with Animals in full view of the gargoyle (making no attempt to hide it, is that right?). A small brown rat stops and looks at you quizzically, sniffing the air. You got food? It can't say what's inside the wagon; it gets alarmed at the thought of approaching the gargoyle. But it happily carries a message to Elspeth, if you wish - and if you have food to share.
As Soar walks away towards Lasfelro's wagon, the atmosphere in the area outside the inn is getting worse. Some of the younger guards are now openly shouting insults at the rich man, who is getting redder and redder in the face. This includes Albit and Gethyn, the two guards assigned to Elspeth, and also Cove and Hariman, the two assigned to Jalt. The rich man calls into the inn, and a moment later several armed guards come out. The innkeeper is standing between the two groups, trying desperately to calm the situation.
(She would not try to, like, nefariously hide the casting but she would face away and down at the ground so he would have to really move to see the exact motions. So he could easily know something was cast and that she was being weird and talking to a rat, but she wouldn’t show him openly the nature of the casting. More like a long shift being made more bearable by talking to animals. Boar is not a people person. She would hand over some biscuit to the rat and also ask it to tell her if anyone or anything gets near the wagon - there’s more biscuit for more help. If Lasfelro asks, she will tell him honestly that she finds she does her job better if she can get some extra eyes on her charges. Also did she see anything with detect magic?)
The next evening at the inn, Soar looks at Lasfelro, rolls her eyes, and says “of course...” and points back at the conflict with the unspoken question of “I should probably try to defuse this, right?” If he doesn’t shake his head or tell her to mind her own business she will walk to the fight and, with a sigh, walk between the quarreling people and begin to pull the guards back and grumpily, but soothingly, try to persuade them its not worth the effort.
Throughout the first day, Nate will keep a keen eye out as the caravan begins its trek. He will make idle chit-chat with his Guardmate, and also be on the keen lookout for wolves. He would've cast Locate Animals or Plants at least once on the first day, attempting to pinpoint the location of any wolves within 5 miles. He likely would've cast this spell halfway through the day.
Furthermore, during the second day Nate would've cast that spell again, trying to see if wolves are around. Also, when the weather changes, he would've cast
Druidcraft to predict the weather for the next 24 hours. The beautiful little orb that Nate creates will show him if this storm will last. Nate will then relay this info to his employer Edhelri. "That's another little trick I picked up workin on the farm.. sure does help with the crops being able to forecast the weather! hyuk hyuk!"
As for the scuffle that looks like it's about to go down at the Inn... Nate's going to hang back and watch it all unfold. He couldn't give two shits about it but ultimately hopes nothing comes of it to not cause any unnecessary "issues" since we've worked so hard to get into this caravan to begin with. Nate will watch the situation unfold with the people closer to the Inn where the arguing is going on and also keep a close eye on his employer Edhelri who looks like she's getting pissed off.
Nate couldn't care less if we slept outside in the rain, or even in the storm. He's done it hundreds of times.
Soar, your Detect Magic doesn't reveal anything other than your own gloves. You don't sense any additional sources of magic nearby, and your spell encompasses Lasfelro's wagon, the group of travellers immediately ahead of you, and the two wagons behind. Neither the gargoyle itself nor the silver chain that binds it appear to be magical.
The rat is amiable but cannot hold a thought for long; it happily takes your food, pops back every few minutes to say that no-one has entered the wagon, but soon forgets and seems to fall behind the caravan.
In response to your question, Lasfelro replies: Best to avoid conflict, yes. Please do so. It's not clear if he means for you to intervene and stop conflict, or if he prefers you not to get involved. He then walks away not keen to intervene himself.
You walk into the middle of the fight. Who are you pulling, and what are you saying as you do so? Jalt is going to try to help, given that he's responsible for some of the young guards involved, but he'll follow your lead.
This will probably involve a persuasion roll at advantage.