“What happens when they leave the convoy? Or get to Neverwinter? Or their hideout or portal or shrine or whatever their destination is? What is the purpose? Stop them? Watch? Report back? If so, how? None of our mutual friends seem to care and if they don’t, then what’s the point?”Soar is speaking quieter and quieter and people have to lean forward to even hear her. Her smile is faded, after the initial relief of finding Caron.
Carlon looks increasingly alarmed as Soar's voice gets quieter and more intense. As she finishes, he takes a long drink of his ale, and seems to think for a moment.
I... don't know. Like you say, there's so many possibilities for what you might find. How could one set of orders cover all that? Look, in the... with my friends, and he taps his forearm again, basically it goes like this: You learn as much as you can, and then you get the message out so that the truth... doesn't die with you. And then you get yourselves out. Because it's better to live for the cause than die for it, right? Don't think of it as not caring. Think of it as trusting you to use your own judgement and initiative. He gives a weak, hopeful grin.
19
He notices Nate's grin, and his own turns to a scowl as he takes another drink.
“I agree with everything you said. It’s just... it’s a lot of trust, given the stakes. If we had a way to check in convey information on the fly, it would make more sense to me. As it stands now, it’s a real shot in the dark from their perspective, unless there are a lot more pieces on the board and we’re redundant. But I appreciate you being as transparent even as you are. Let me cover your drink for your troubles. You’ve seen them arrive here and meet their old friends. If you had to bet, what’s the real goal here for them? What’s their play? Also have you seen that gnome woman who joined the caravan late with us around here keeping tabs? Any theories about her story?”
If I had to bet... Carlon muses over the last of his ale. I don't know. I really don't. I'm glad to get out of this with my life, truth be told. I wanted to thank you all again, especially you, and he looks at Jalt, for saving my life, when others wouldn't have. I wish you all the best, and like I say, I'll see you tomorrow morning I hope, but this just feels like a goodbye. You mean that Jamna? She's skilled at laying low and keeping her eyes and ears open. A spy for someone I'd guess, but I've no idea who. Could even be a Harper, for all I know. You might have noticed, but they don't tell us much about who's doing what. It's their way... our way, I should say.
He finished his drink. Tomorrow morning, outside this tavern, thirty minutes after sunrise. If I were you, I'd go get yourself in that convoy. Won't be hard, they'll hire you as guards or let you just tag along.
With a nod to Soar in thanks for the drink, he heads out, leaving the four of you together.
(Does it seem like the locals are listening in? If so, Soar will suggest they leave and go for a long walk across the street to talk to Ardred. Can they see anyone outside? Are he and the cultists roughly where they were?)
The locals don't seem to be listening in. They cast occasional glances at you, but it seems to be more general suspicion and unfriendliness than real interest or hostility.
The cultists are in the same area, but it's a large area. They're not hanging around Ardred, as far as you can see - make a Perception check.
Ardred appears to be half listening to two people, likely travellers, arguing about hay in front of him. He doesn't look too busy, so you can talk to him if you wish.
This post has potentially manipulated dice roll results.
Perception: 20
Soar would try to angle their approach to Ardred to put a group of people or a wagon between the cultists and themselves. Not hiding — there is no chance they can sneak around the cultists the whole way — just not looking to be obvious right now.
With a look to Nate, Jalt, and Elspeth that says, “feel free to jump in first if you want, but I am happy to do this,” she says, “Heeey! Bit of a hay joke there for ya. Ardred? When are you headed toward Neverwinter? If you don’t mind some travelers to join you, we’d like to tag along. We’re good in a fight, don’t hold strong opinions about hay, and are used to the road. What do you say?”
Ardred eyes you all, taking in your apparent strength, weapons and armour, and the confidence with which Soar approached him.
Travellers are welcome. You'll need to help out if there's trouble, and manage your own food, but that's about it. Or you can sign up as guards, if you like. We're headed as far as the Carnath Roadhouse, delivering supplies for the work camp there. If you're going on to Neverwinter, you'll need to wait there until a convoy's going that way - most likely a week or less.
Nate is pleased to see how seemingly easy it was to sign up for the caravan.
"Thank you Ardred. I am sure we'd all be happy to help if the caravan runs into any... trouble."
Nate looks at the cultists. If they are in view. To see if they are looking at us. Then looks back to Ardred and the others "Joining on as a traveler sounds perfect to me. We can reassess about Neverwinter once we arrive at the Roadhouse. Caravan leaves tomorrow morning, yes?"
There's usually trouble. The High Road's getting safer every year, but there's work still to be done. We have guards, but your help will be appreciated. Yes, gather here two hours after sunrise, and we'll set off. The journey usually takes around a tenday, if the weather's good. You from around Neverwinter, son? I can't quite place the accent. Ardred looks at Nate, frowning slightly.
This post has potentially manipulated dice roll results.
Nate is totally put off when Ardred asks him if he's from Neverwinter. Because he is, of course. But not the city of Neverwinter... but the Neverwinter woods. He gets a few flashbacks of the bandit camps, his mother, and surviving in the wild, then responds after likely an awkward pause in the conversation "from a small village just outside the city, yes. Anyhow, thank you. See you tomorrow then."
And Nate would leave the conversation and look at the cultists... Perception25
(roll fits perfectly as Nate is totally thrown off because Ardred asked him if he's from Neverwinter. It brought all of his childhood back in the moment. So totally not perceptive right now)
Soar will thank him for welcoming them to join, and just ask what to expect at the Carnath Roadhouse, as she’s never been there. Also she will ask if the convoy is transporting the usual or anything interesting this time.
(Otherwise she is ready to settle back at the Inn, have dinner, catch up with the group, make any last-minute shopping trips including stocking up on food, and get some sleep. Does Soar know anything about the area around the Carnath Roadhouse? If not she will ask around in the tavern connected to their inn to see if anyone has knowledge of the terrain and surrounding features. Also one more thing - when they leave Ardred she’ll take them in a wider loop in the wrong direction to discourage and detect any cultist following them to discover the Inn. She’d prefer not to let them know where she’s sleeping tonight.)
You all head back to the Crumbling Walls for a good night's rest.
(If you wanted to ask Ardred anything, or do something else before the end of the day, just let me know.)
The inn is just as you left it, and the price is the same - 5 silver for the night, and 3 silver for a meal.
(In the caravan from Waterdeep, you were hired on as guards, and food and accommodation were covered. On the road north, you are just travellers - make sure you have everything you need for the journey, including rations - unless you are planning to forage for food. You might also need a tent - you are headed north and winter will be starting soon.)
The Carnath Roadhouse - Soar, you would know that this used to be a major stopping place on the busy trade route between Neverwinter and Waterdeep, but that it's fallen into ruin. You can make a History check to recall more, or an Persuasion check to ask around.
You take turns on watch during the night, but it passes without any threat. However, at some point during Soar's watch, you hear a noise outside - something is tapping the shutters of the room's small window.
“What happens when they leave the convoy? Or get to Neverwinter? Or their hideout or portal or shrine or whatever their destination is? What is the purpose? Stop them? Watch? Report back? If so, how? None of our mutual friends seem to care and if they don’t, then what’s the point?” Soar is speaking quieter and quieter and people have to lean forward to even hear her. Her smile is faded, after the initial relief of finding Caron.
Nate peers up and grins at Soar as she pounds the questions.
Carlon looks increasingly alarmed as Soar's voice gets quieter and more intense. As she finishes, he takes a long drink of his ale, and seems to think for a moment.
I... don't know. Like you say, there's so many possibilities for what you might find. How could one set of orders cover all that? Look, in the... with my friends, and he taps his forearm again, basically it goes like this: You learn as much as you can, and then you get the message out so that the truth... doesn't die with you. And then you get yourselves out. Because it's better to live for the cause than die for it, right? Don't think of it as not caring. Think of it as trusting you to use your own judgement and initiative. He gives a weak, hopeful grin.
19
He notices Nate's grin, and his own turns to a scowl as he takes another drink.
“I agree with everything you said. It’s just... it’s a lot of trust, given the stakes. If we had a way to check in convey information on the fly, it would make more sense to me. As it stands now, it’s a real shot in the dark from their perspective, unless there are a lot more pieces on the board and we’re redundant. But I appreciate you being as transparent even as you are. Let me cover your drink for your troubles. You’ve seen them arrive here and meet their old friends. If you had to bet, what’s the real goal here for them? What’s their play? Also have you seen that gnome woman who joined the caravan late with us around here keeping tabs? Any theories about her story?”
If I had to bet... Carlon muses over the last of his ale. I don't know. I really don't. I'm glad to get out of this with my life, truth be told. I wanted to thank you all again, especially you, and he looks at Jalt, for saving my life, when others wouldn't have. I wish you all the best, and like I say, I'll see you tomorrow morning I hope, but this just feels like a goodbye. You mean that Jamna? She's skilled at laying low and keeping her eyes and ears open. A spy for someone I'd guess, but I've no idea who. Could even be a Harper, for all I know. You might have noticed, but they don't tell us much about who's doing what. It's their way... our way, I should say.
He finished his drink. Tomorrow morning, outside this tavern, thirty minutes after sunrise. If I were you, I'd go get yourself in that convoy. Won't be hard, they'll hire you as guards or let you just tag along.
With a nod to Soar in thanks for the drink, he heads out, leaving the four of you together.
(Does it seem like the locals are listening in? If so, Soar will suggest they leave and go for a long walk across the street to talk to Ardred. Can they see anyone outside? Are he and the cultists roughly where they were?)
The locals don't seem to be listening in. They cast occasional glances at you, but it seems to be more general suspicion and unfriendliness than real interest or hostility.
Nate would say to Carlon after he says his piece.
"Harpers... Lords Alliance... seems like you are all cut from the same cloth."
"30 minutes after sunrise. Got it. Looking forward to meeting the new... help."
Nate would then follow the party across the street to speak with Ardred. "So Carlon said it won't be hard to jump on this caravan..."
Nate looks for Ardred, if he is available to speak with, etc.
Are the cultists still around as well?
The cultists are in the same area, but it's a large area. They're not hanging around Ardred, as far as you can see - make a Perception check.
Ardred appears to be half listening to two people, likely travellers, arguing about hay in front of him. He doesn't look too busy, so you can talk to him if you wish.
Perception: 20
Soar would try to angle their approach to Ardred to put a group of people or a wagon between the cultists and themselves. Not hiding — there is no chance they can sneak around the cultists the whole way — just not looking to be obvious right now.
With a look to Nate, Jalt, and Elspeth that says, “feel free to jump in first if you want, but I am happy to do this,” she says, “Heeey! Bit of a hay joke there for ya. Ardred? When are you headed toward Neverwinter? If you don’t mind some travelers to join you, we’d like to tag along. We’re good in a fight, don’t hold strong opinions about hay, and are used to the road. What do you say?”
Ardred eyes you all, taking in your apparent strength, weapons and armour, and the confidence with which Soar approached him.
Travellers are welcome. You'll need to help out if there's trouble, and manage your own food, but that's about it. Or you can sign up as guards, if you like. We're headed as far as the Carnath Roadhouse, delivering supplies for the work camp there. If you're going on to Neverwinter, you'll need to wait there until a convoy's going that way - most likely a week or less.
Nate is pleased to see how seemingly easy it was to sign up for the caravan.
"Thank you Ardred. I am sure we'd all be happy to help if the caravan runs into any... trouble."
Nate looks at the cultists. If they are in view. To see if they are looking at us. Then looks back to Ardred and the others "Joining on as a traveler sounds perfect to me. We can reassess about Neverwinter once we arrive at the Roadhouse. Caravan leaves tomorrow morning, yes?"
There's usually trouble. The High Road's getting safer every year, but there's work still to be done. We have guards, but your help will be appreciated. Yes, gather here two hours after sunrise, and we'll set off. The journey usually takes around a tenday, if the weather's good. You from around Neverwinter, son? I can't quite place the accent. Ardred looks at Nate, frowning slightly.
Make a Perception check to observe the cultists.
Nate is totally put off when Ardred asks him if he's from Neverwinter. Because he is, of course. But not the city of Neverwinter... but the Neverwinter woods. He gets a few flashbacks of the bandit camps, his mother, and surviving in the wild, then responds after likely an awkward pause in the conversation "from a small village just outside the city, yes. Anyhow, thank you. See you tomorrow then."
And Nate would leave the conversation and look at the cultists... Perception 25
(roll fits perfectly as Nate is totally thrown off because Ardred asked him if he's from Neverwinter. It brought all of his childhood back in the moment. So totally not perceptive right now)
Nate, you see the cluster of wagons where the cultists are, and the people there going about their business, but you don't notice anything much.
Do you have more questions for Ardred, or are you headed off? It's late in the day; the sun will set soon.
Soar will thank him for welcoming them to join, and just ask what to expect at the Carnath Roadhouse, as she’s never been there. Also she will ask if the convoy is transporting the usual or anything interesting this time.
(Otherwise she is ready to settle back at the Inn, have dinner, catch up with the group, make any last-minute shopping trips including stocking up on food, and get some sleep. Does Soar know anything about the area around the Carnath Roadhouse? If not she will ask around in the tavern connected to their inn to see if anyone has knowledge of the terrain and surrounding features. Also one more thing - when they leave Ardred she’ll take them in a wider loop in the wrong direction to discourage and detect any cultist following them to discover the Inn. She’d prefer not to let them know where she’s sleeping tonight.)
Which inn are you staying at? You've visited a few that are relatively close.
Oh I thought we were still staying at the crumbling walls one that we stayed at the night before...
Nate had no other questions or comments for Ardred.
About the inn - either that or the one across the street we met Carlon in. Nate would be happy to rotate watches again overnight if need be.
You all head back to the Crumbling Walls for a good night's rest.
(If you wanted to ask Ardred anything, or do something else before the end of the day, just let me know.)
The inn is just as you left it, and the price is the same - 5 silver for the night, and 3 silver for a meal.
(In the caravan from Waterdeep, you were hired on as guards, and food and accommodation were covered. On the road north, you are just travellers - make sure you have everything you need for the journey, including rations - unless you are planning to forage for food. You might also need a tent - you are headed north and winter will be starting soon.)
The Carnath Roadhouse - Soar, you would know that this used to be a major stopping place on the busy trade route between Neverwinter and Waterdeep, but that it's fallen into ruin. You can make a History check to recall more, or an Persuasion check to ask around.
You take turns on watch during the night, but it passes without any threat. However, at some point during Soar's watch, you hear a noise outside - something is tapping the shutters of the room's small window.