(Do the gloves look obviously magical? From a distance? It seemed when we were at the shop they were otherwise hidden from interest and the detect magic spell was the only thing that made them stand out. I'm just curious if he knows more than he's letting on...)
There's nothing about the gloves that would suggest they are magical. You don't really know of a way to recognise magical items, other than using a spell or spending time to let them 'attune' to you in some cases.
This post has potentially manipulated dice roll results.
Nate will take all of the silver offered to him in order to keep his cover (+9sp). He will remember the rude guy's face though, and will say to Edhelri when the guy walks off after he heals him "well Ma'am, where I'm from, whippin' an animal of any kind is not to be tolerated... would be nice if we don't see that guy 'round this end of the caravan again. I'm happy to help and heal all that travel with us, but people like that usually need a stern talkin' to, you know, to get them straightened out. Maybe we oughtta do it for him next time he comes yonder."
Nate has started to take a liking to Edhelri, and hopes this undercover action doesn't go sour. But he will still do what he needs to do in the moment, if anything with the cult goes down. Whatever is required.
As for the mysterious green woman - it takes Cowboy Nate everything in his power to not drop his jaw to the ground after he sees her strange green body. Quickly, he gathers himself and says "Well Madam - first thing's first... what shall I call ya by? Myself, I'm Nate. People like to call me Cowboy Nate. Hyuk Hyuk! And as for the green... well by golly baby jeebus, I tell you it must not be easy getting around these parts and not havin' everyone and their momma starin at ya. Waterdeep eh?? Hmmmmmm...... if ya don't mind... might I take a little peek at the green right now? If I don't know I'll be honest and tell ya right up front, like always." Nate will move close to the green woman and inspect her skin, specifically her arm, not really intruding on her person, just gently reaching out and holding her arm and looking at it, trying to remember or recall if he's seen or heard of anything like this before in his past experiences.
Here's a Medicine check, if that is not relevant feel free to use the base 20 and add the proper skill modifier! 7
Jalt walks to the young guards all sitting around the fire. A great battle is one that does not need constant retelling of from the participants. He quips. The greatest tale a man can tell of his own, is surviving. Keep still your tongues and do not draw attention to us.The last words are directed clearly to those under his charge.
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Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
Nate, Edhelri looks at you sharply. What he needs is a good whipping. Perhaps I'll be the one to administer it. Her face softens. You're a good lad, and not too soft, I'm glad to see. Just... be careful, alright. And don't get distracted, this caravan has dangers, I reckon, and I'm neither a fighter nor a healer.
The green woman responds. I'm Imsa. Some folks call me Green Imsa, she looks at you with a neutral expression, can't think why. She holds for a beat, then another, then bursts out laughing. No, but seriously, please don't call me Green Imsa. I don't mind all that much, but... well, you know.
She holds out her arm, and you have a chance to inspect the skin. You have absolutely no idea what's caused this or how it might be cured. Really not a clue.
Jalt, the two guards under your direct command hesitate, but those under Elspeth's charge seem unconvinced, and the others not at all. Don't draw attention? one shouts. Why? What are you hiding?
He called me a coward, filthy little dwarf runt, shouts Gethyn.
I call it like it is, the offender replies. You see his hand twitching towards the shortsword at his side. Jalt, can you make a Persuasion check. Or you can take another approach if you wish. Elspeth can also assist (to give advantage) or take another action.
This post has potentially manipulated dice roll results.
Elspeth, upon seeing the commotion, will head towards the fireplace, standing behind the two guards she is in charge of. "Gethyn, Albit, save it for any bandits, I don't care if you like them but it's part of your job to behave civilly towards other travelers." Is there a bottle that they've been drinking anywhere in sight, not being held by anyone? If so, Elspeth will probably grab it. To the dwarves, she'd say, while trying to steer both of the brothers away from the campfire. "We all did our part, there's no need to question anyone's contributions. The important thing it to make sure we win the next one. If you would excuse us for now. "
((Elspeth is aiming to assist Jalt, but persuasion check if necessary 5
before Nate can hold it back, he looks at Edhelri with dark eyes and says, in his normal Nate voice and accent: "well... perhaps I will be the one to hold him down while you administer it."
and then snaps out of it "Yes! Right! Don't worry Ma'am, like I said before you gots nothin' to worry 'bout, you and this here wood is my priority on this trip. You've my word." and tips his hat.
Then says to Imsa "Imsa, well it's a mighty fine pleasure to meet you. To be honest Imsa I gotta say I've never seen anythin' like this in all my years on this great earth. Now mind you that's not very many, but gosh golly gee that's quite the mystery if you ask me. I wish I could be of more assistance... I'm helpin' out with the escorting of this here fine wood to Waterdeep... why don't you tuck yourself away in the line and we'll meet back up in Waterdeep and I'll see if I can't find you some real help. For now, best to keep that cloak on I'd think."
Nate has no intention of actually helping Imsa when they arrive. If they arrive.
(if there is an opportunity for a long rest over the next little while before the next possible encounter, Nate will take the time to meditate and change his spells. Now that folks know that he's magical, they won't be surprised if they see other types of magic, or so Nate thinks. He will ask Suldeseg the Pole to watch over him while he meditates.)
Do we as caravan guards have any chances to chat with each other away from others? Boar had been trying to find animals to talk to at night and send them over to Elspeth as messengers... has this been working at all? And does the gargoyle on top of Lasfelro's wagon ever move? I'm also curious if Boar notices anything about the cultists - they're staying apart - are the wagons large enough for some passengers to never leave? Are there items she notices, like scrolls or papers or small bags, that a ferret or a badger she might be able to befriend along the way could conceivably convince to grab and bring to her and return? She's starting to get antsy and curious about what the next step will be, especially if the cultists decide to leave the caravan suddenly.
Jalt, the dwarf draws his sword, and two others do the same. Gethyn looks shocked; his hand quivers by his own weapon, and his brother asks: Um, what should we do? This seems to be directed at either you or Elspeth.
Boar, there are creatures around - small burrowing mice and voles, a few birds that nest in the grass or in the cairns and other mounds left in memory of the dead of years gone past. There are snakes and, in the distance, the odd wolf. Few really have the intelligence to remember a message, but you might write something and ask them to carry it. If you want, you can roll Persuasion to take a piece of paper to Elspeth, with advantage if you're paying for the service with tasty treats of some kind. However, no animals are willing to get near the gargoyle or the wagon it guards - they can't really explain why, only that it's too dangerous and probably deadly if they attempt it. They would be willing to snatch something from the cultists, though - the rats are particularly up for that, you're not sure why. If you'd like to meet up away from the others, you can do so of course - you'd need to find a way to arrange it, and make Stealth checks to avoid notice.
The only paper Soar has is anything left over from the books and papers they stole from Mondath's office (I believe we handed over most of them if not all to the governor and Leosin) so she will hold off on sending paper around the camp just in case it's intercepted by, well, the cultists. Soar will do her best to melt into the scenery and take up a regular nightly patrol around the camp, centered on Lasfelro's wagon. She will mostly try to keep a close eye on the gargoyle and Lasfelro, trying to see if she notices anything at all interesting they do or don't do. She doesn't want to ask anything, because he seems not to want any questions. But she'll try to get a sense of their routines, what they do with their down time, anything they say, odd habits, really anything.
She would ask rats about an hour before she goes to sleep at night to see if they can grab anything small from the cultist wagon, and bring it next to a tree or a stone about 30 feet away from her. She'll expect them to grab useless things mostly, and if it's obviously not interesting, she'll leave it there and reward the rat with a bit of food from her meal before and after the task. Most days she would target the cultist wagon but other days she would try one of the other wagons in case she's being watched. If she can't tell what the item is, or it looks interesting, she'll have her nightly patrol around the camp intersect with the place the rat dropped the item.
Some persuasion rolls for each night's attempt:
Persuasion: 17 Persuasion: 25 Persuasion: 24 Persuasion: 24 Persuasion: 18 Persuasion: 21 Persuasion: 20 Persuasion: 17 Persuasion: 24 (I did ten, one for each day of a tenday. Feel free to ignore!)
The rats are friendly, and easily persuaded with delicious nibbles. From the cultists' wagons, you get small coins, some silver, some gold, a gold locket, a silver needle. You can tell that the cultists are hiding a real treasure hoard, no doubt from Greenest and other towns and cities to the south. From the other wagon, the rat brings a small metal screw, used in creating some strange small device you think.
Lasfelro sleeps in the front of the wagon; he tends to go into the back and past the gargoyle twice a day, once in the morning, once in the evening, sometimes to change clothes but other times it's not clear what he does. He sees you setting off on patrol one night when he sleeps later than usual. Don't go too far, is his only comment.
You don't notice any odd habits, but if you want to continue to keep a lookout for this during the next tenday, make a Perception check.
Soar perception checks for boss oversight and general awareness!
111122411151571320
When he tells her to stay close, she will bow, and say, "keeping you safe means keeping my eyes open and knowing what's about, but I will not range so far."
She will stay closer and instead of walking around the whole encampment, she'll just do a loose loop around the wagon.
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(Do the gloves look obviously magical? From a distance? It seemed when we were at the shop they were otherwise hidden from interest and the detect magic spell was the only thing that made them stand out. I'm just curious if he knows more than he's letting on...)
Soar, make an Arcana check.
Ha! Soar arcana: 5
There's nothing about the gloves that would suggest they are magical. You don't really know of a way to recognise magical items, other than using a spell or spending time to let them 'attune' to you in some cases.
Nate will take all of the silver offered to him in order to keep his cover (+9sp). He will remember the rude guy's face though, and will say to Edhelri when the guy walks off after he heals him "well Ma'am, where I'm from, whippin' an animal of any kind is not to be tolerated... would be nice if we don't see that guy 'round this end of the caravan again. I'm happy to help and heal all that travel with us, but people like that usually need a stern talkin' to, you know, to get them straightened out. Maybe we oughtta do it for him next time he comes yonder."
Nate has started to take a liking to Edhelri, and hopes this undercover action doesn't go sour. But he will still do what he needs to do in the moment, if anything with the cult goes down. Whatever is required.
As for the mysterious green woman - it takes Cowboy Nate everything in his power to not drop his jaw to the ground after he sees her strange green body. Quickly, he gathers himself and says "Well Madam - first thing's first... what shall I call ya by? Myself, I'm Nate. People like to call me Cowboy Nate. Hyuk Hyuk! And as for the green... well by golly baby jeebus, I tell you it must not be easy getting around these parts and not havin' everyone and their momma starin at ya. Waterdeep eh?? Hmmmmmm...... if ya don't mind... might I take a little peek at the green right now? If I don't know I'll be honest and tell ya right up front, like always." Nate will move close to the green woman and inspect her skin, specifically her arm, not really intruding on her person, just gently reaching out and holding her arm and looking at it, trying to remember or recall if he's seen or heard of anything like this before in his past experiences.
Here's a Medicine check, if that is not relevant feel free to use the base 20 and add the proper skill modifier! 7
Jalt walks to the young guards all sitting around the fire. A great battle is one that does not need constant retelling of from the participants. He quips. The greatest tale a man can tell of his own, is surviving. Keep still your tongues and do not draw attention to us. The last words are directed clearly to those under his charge.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Nate, Edhelri looks at you sharply. What he needs is a good whipping. Perhaps I'll be the one to administer it. Her face softens. You're a good lad, and not too soft, I'm glad to see. Just... be careful, alright. And don't get distracted, this caravan has dangers, I reckon, and I'm neither a fighter nor a healer.
The green woman responds. I'm Imsa. Some folks call me Green Imsa, she looks at you with a neutral expression, can't think why. She holds for a beat, then another, then bursts out laughing. No, but seriously, please don't call me Green Imsa. I don't mind all that much, but... well, you know.
She holds out her arm, and you have a chance to inspect the skin. You have absolutely no idea what's caused this or how it might be cured. Really not a clue.
Jalt, the two guards under your direct command hesitate, but those under Elspeth's charge seem unconvinced, and the others not at all. Don't draw attention? one shouts. Why? What are you hiding?
He called me a coward, filthy little dwarf runt, shouts Gethyn.
I call it like it is, the offender replies. You see his hand twitching towards the shortsword at his side. Jalt, can you make a Persuasion check. Or you can take another approach if you wish. Elspeth can also assist (to give advantage) or take another action.
Elspeth, upon seeing the commotion, will head towards the fireplace, standing behind the two guards she is in charge of. "Gethyn, Albit, save it for any bandits, I don't care if you like them but it's part of your job to behave civilly towards other travelers." Is there a bottle that they've been drinking anywhere in sight, not being held by anyone? If so, Elspeth will probably grab it. To the dwarves, she'd say, while trying to steer both of the brothers away from the campfire. "We all did our part, there's no need to question anyone's contributions. The important thing it to make sure we win the next one. If you would excuse us for now. "
((Elspeth is aiming to assist Jalt, but persuasion check if necessary 5
before Nate can hold it back, he looks at Edhelri with dark eyes and says, in his normal Nate voice and accent: "well... perhaps I will be the one to hold him down while you administer it."
and then snaps out of it "Yes! Right! Don't worry Ma'am, like I said before you gots nothin' to worry 'bout, you and this here wood is my priority on this trip. You've my word." and tips his hat.
Then says to Imsa "Imsa, well it's a mighty fine pleasure to meet you. To be honest Imsa I gotta say I've never seen anythin' like this in all my years on this great earth. Now mind you that's not very many, but gosh golly gee that's quite the mystery if you ask me. I wish I could be of more assistance... I'm helpin' out with the escorting of this here fine wood to Waterdeep... why don't you tuck yourself away in the line and we'll meet back up in Waterdeep and I'll see if I can't find you some real help. For now, best to keep that cloak on I'd think."
Nate has no intention of actually helping Imsa when they arrive. If they arrive.
(if there is an opportunity for a long rest over the next little while before the next possible encounter, Nate will take the time to meditate and change his spells. Now that folks know that he's magical, they won't be surprised if they see other types of magic, or so Nate thinks. He will ask Suldeseg the Pole to watch over him while he meditates.)
Imsa looks uncertainly at Nate. Nate, make a Deception check.
Elspeth, the guards are far from convinced by your words. It's all up to Jalt now (you can roll with advantage).
On this rest day, you are also all paid your first wage for the trip; for Boar and Nate, that's ten gold, and for Jalt and Elspeth, eight gold.
(Yes, everyone can go ahead and make changes to spell lists, then take a long rest. Nate, Sulesdeg nods and watches without comment.)
Deception 3
(Awesome! Coins added, spells changed, rest done.)
Imsa's Insight 17
Hmmm, she replies, withdrawing her arm. Well, thank you for the thought at least. I'd better get back to my... other things I have to do.
She stands and leaves.
Persuasion: 11
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Gold added!
Do we as caravan guards have any chances to chat with each other away from others? Boar had been trying to find animals to talk to at night and send them over to Elspeth as messengers... has this been working at all? And does the gargoyle on top of Lasfelro's wagon ever move? I'm also curious if Boar notices anything about the cultists - they're staying apart - are the wagons large enough for some passengers to never leave? Are there items she notices, like scrolls or papers or small bags, that a ferret or a badger she might be able to befriend along the way could conceivably convince to grab and bring to her and return? She's starting to get antsy and curious about what the next step will be, especially if the cultists decide to leave the caravan suddenly.
Nate watches the green lady leave, and is actually glad she is gone. She was creeping Nate out.
Jalt, the dwarf draws his sword, and two others do the same. Gethyn looks shocked; his hand quivers by his own weapon, and his brother asks: Um, what should we do? This seems to be directed at either you or Elspeth.
Boar, there are creatures around - small burrowing mice and voles, a few birds that nest in the grass or in the cairns and other mounds left in memory of the dead of years gone past. There are snakes and, in the distance, the odd wolf. Few really have the intelligence to remember a message, but you might write something and ask them to carry it. If you want, you can roll Persuasion to take a piece of paper to Elspeth, with advantage if you're paying for the service with tasty treats of some kind. However, no animals are willing to get near the gargoyle or the wagon it guards - they can't really explain why, only that it's too dangerous and probably deadly if they attempt it. They would be willing to snatch something from the cultists, though - the rats are particularly up for that, you're not sure why. If you'd like to meet up away from the others, you can do so of course - you'd need to find a way to arrange it, and make Stealth checks to avoid notice.
The only paper Soar has is anything left over from the books and papers they stole from Mondath's office (I believe we handed over most of them if not all to the governor and Leosin) so she will hold off on sending paper around the camp just in case it's intercepted by, well, the cultists. Soar will do her best to melt into the scenery and take up a regular nightly patrol around the camp, centered on Lasfelro's wagon. She will mostly try to keep a close eye on the gargoyle and Lasfelro, trying to see if she notices anything at all interesting they do or don't do. She doesn't want to ask anything, because he seems not to want any questions. But she'll try to get a sense of their routines, what they do with their down time, anything they say, odd habits, really anything.
She would ask rats about an hour before she goes to sleep at night to see if they can grab anything small from the cultist wagon, and bring it next to a tree or a stone about 30 feet away from her. She'll expect them to grab useless things mostly, and if it's obviously not interesting, she'll leave it there and reward the rat with a bit of food from her meal before and after the task. Most days she would target the cultist wagon but other days she would try one of the other wagons in case she's being watched. If she can't tell what the item is, or it looks interesting, she'll have her nightly patrol around the camp intersect with the place the rat dropped the item.
Some persuasion rolls for each night's attempt:
Persuasion: 17 Persuasion: 25 Persuasion: 24 Persuasion: 24 Persuasion: 18 Persuasion: 21 Persuasion: 20 Persuasion: 17 Persuasion: 24 (I did ten, one for each day of a tenday. Feel free to ignore!)
The rats are friendly, and easily persuaded with delicious nibbles. From the cultists' wagons, you get small coins, some silver, some gold, a gold locket, a silver needle. You can tell that the cultists are hiding a real treasure hoard, no doubt from Greenest and other towns and cities to the south. From the other wagon, the rat brings a small metal screw, used in creating some strange small device you think.
Lasfelro sleeps in the front of the wagon; he tends to go into the back and past the gargoyle twice a day, once in the morning, once in the evening, sometimes to change clothes but other times it's not clear what he does. He sees you setting off on patrol one night when he sleeps later than usual. Don't go too far, is his only comment.
You don't notice any odd habits, but if you want to continue to keep a lookout for this during the next tenday, make a Perception check.
Soar perception checks for boss oversight and general awareness!
11 11 22 4 11 15 15 7 13 20
When he tells her to stay close, she will bow, and say, "keeping you safe means keeping my eyes open and knowing what's about, but I will not range so far."
She will stay closer and instead of walking around the whole encampment, she'll just do a loose loop around the wagon.