To the tortle’s last utterance Soar says, “Hi Nub! You know what? Deraray back at the chapterhouse used to say the same thing to me, only, I guess, the opposite. Prettier than she writes? Dumber than she looks? I can’t remember. Hmm, now that I think about it, that wasn’t very nice. Anyhow! My name is Soar, and I’m your friendly neighborhood Doomguide. I’m actually sort of from here, or at least Waterdeep is my home. Spent most of my life in and around the Church of Kelemvor. Till I got mixed up with Elspeth over there, and then Jalt, and then Nate here. And Carlon’s friends. How much do you know about our task, and where do you haul from? What’s your story? Actually.... Is there anything you find it easier to talk about? What things do you love?”
Soar is not the most perceptive lass but she gets people and she’s trying to give Nub a way to talk comfortably about something he is passionate about.
[..] Deraray back at the chapterhouse used to say the same thing to me, only, I guess, the opposite. Prettier than she writes? Dumber than she looks? [...] My name is Soar, and I’m your friendly neighborhood Doomguide. [...] How much do you know about our task, and where do you haul from? What’s your story? Actually.... Is there anything you find it easier to talk about? What things do you love?”
Nub pauses, thinking for a moment before responding, seeming to list in his head what Soar has asked/said and he tries to answer in the same order "I said the "smarter than he looks" comment because my friend usually says that to break the ice when she is with me and it usually puts people at ease, but I didn't get a laugh. It must have been in the inflection. Or maybe it is something that you are not supposed to say about yourself? I'm not good with humour. When my friend says it, she is usually being nice and covering for my lack of tact after I've said something, to reduce the tension. She also says she thinks I am handsome, though I think all warm bloods are funny looking, so I don't understand how she can think that of me."
"Hello Soar, I'm Nub..." he realises he already introduced himself earlier "Errr... A Doomsguide is a champion of Kelemvor isn't it, so you also practice magic? I've always been fascinated by religious magic, I've wondered if I could ever mimic it using the arcane side of the weave."
"I only know that I'm supposed to help you and keep you alive and that we are following dragon cultists. Your friend is suggesting we kill them, and if so, I can definitely help with that."
"I hail from a sand island of the coast to the North-West of here, though I have been based out of Neverwinter since I was maybe one and a half. I came here about 6 months ago, so I think maybe I now hail from Waterdeep? Really, home is where my shell is though."
"I love magic and was born to do it, almost literally. And cooking. Magic and cooking! Sometimes together. I have a sourdough bread proving as we speak."
Nub realises he has been ranting, and suddenly goes very quiet.
Jalt nods in Nub's direction Rhogar of Clan Jalt. We welcome any assistance against the Cult. And that's all you get from the Dragonborn. He's getting a little weary of all the new people who have entered their lives the last few months. Though he has preached being trusting, it seems that its really putting his resolve to the test. He turns to Carlon and the others I'm tired of hiding. I'm tired of all the secrets. He leans in I'm ready to get going and get to the bottom of the Cult's plans.
Rollback Post to RevisionRollBack
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
“My magic is indeed granted from the Lord of the Dead himself, and I’m learning more every day. I would love to hear what kind of magic you practice. Does it have anything to do with the runes on your shell? Long story short, and we should really keep our voices down when talking about this so lean in close, but we are joining the High Road Charter Company this morning, Jalt and I as guards, as far as the Carnath Roadhouse, to track the cultists and their wagons. We came up from Baldur’s Gate on another caravan just a day ago, under cover. Not great cover. Well, Nate they might not see as a threat but Jalt they know and they seem to know me, so my cover is blown. Anyhow are you joining as a traveler or as a guard? Also, I’m a terrible cook so I welcome your culinary skills!”
She can fill Nub in on the attack on Greenest, the cult camp reconnaissance, retrieving Nate and the other captives, returning to the emptying camp to finish Cyanwrath and Mondath, heading north through Elturel to meet Carlon’s friends, and then to Baldur’s Gate later on. She is happy to not pretend anymore, and go to this convoy with Nub as a new friend, unless Nub has a preference for something else.
The conversation continues for a while, and then Carlon and Elspeth returns. Carlon looks unhappy; Elspeth looks more pleased with herself. We best be going, Carlon says. Apparently I have a busy day ahead of me, he adds, glancing at the tiefling who gives him a small smile.
You make your final goodbyes with the woman who has accompanied you from the start, and then man whose life you saved on the road from Baldur's Gate, and they both head out of the tavern and into the city.
What would you like to do next? Are you headed to Ardred to sign on with the Charter Company?
Nub spent that whole time contemplating whether to be a guard or traveller, weighing up the pros and cons of both, before realising everyone was leaving without him. He follows Nate over to the Charter Company to sign up and asks on the way "Are you happy to do the talking on my behalf, I don't know if you noticed, but I'm not great at it."
Nate chuckles in an awkward way. "My new friend, I am the last person you'll want to do the talking for you... To be honest I am likely worse off with interacting with people than you... ask Soar some time about it."and he smiles at her, likely the first smile he's cracked all morning.
"Just stick with Soar and Jalt and they'll set you up."
In the wide space that serves as the meeting ground for departing caravans and others, it's clear that a large convoy is gathering and is perhaps an hour or two from setting off. You continue to hear shouted instructions, complaints, encouragement and threats as people move, load, unload and repair wagons laden with boxes full of goods and supplies. There are travellers headed to Neverwinter, merchants and traders, though none you recognise from the caravan that brought you to Waterdeep. Except for the cultists, of course - they and their wagons are off to one side, watching as always.
Ardred stands in the centre of it all like a circus ringmaster, dealing with absurdly minor issues with good grace at times, irritation at other times. He happily accepts Jalt and Soar as guards; you'll be paid five gold each for the tenday trip to the Roadhouse, and a similar amount on the return journey, or the journey on to Neverwinter, if you wish. For Nate and Nub, all you need to do is sign your name in his book and you are welcome to join the convoy as travellers. The purpose of the High Road Charter Company is to get trade flowing along the High Road between Neverwinter and Waterdeep; that includes overseeing and supplying efforts to repair the road and rebuilt services along the road's length, clearing out the dangerous creatures that have infested the area since the road fell into disuse, and escorting merchants and other travellers along the road.
Jalt and Soar, as guards you don't need to do much except be armed and ready to deal with trouble. You report directly to Ardred, and you have a badge with the symbol of Neverwinter to identify you to the other travellers and guards.
In the convoy, there are perhaps twenty wagons, of which seven appear to be with the cultists, another five or six belong to independent merchants headed to Neverwinter, and the rest are filled with supplies to be delivered to the Roadhouse.
Travelling with you are other guards, merchants and their drivers and personal guards (this is what the cultists are posing as), and other independent travellers. There are also labourers who are headed to work at the Roadhouse and on the road repairs.
So far, you know the following people on the convoy: Ardred Briferhew, male human, who is in charge of the whole operation Henton, male human, the apparent leader of the cultists from Greenest, posing as a merchant Azbara Jos - male human - I'm not sure if you've learned his full name yet, but it's easy enough to overhear during your travels - he's the stranger who joined the caravan at Daggerford and is working with the cultists. Jamna Gleamsilver, female gnome, your not-quite-ally who's interested in the cultists. She gives you a wave, but she's mixing with the other travellers who she has joined. Leda Widris, female human, an experienced guard and traveller who worked with Soar on the caravan from Baldur's Gate and wants to see the north of Faerun.
Soar, you hear a footstep behind you and turn to find the smiling face of Leda Widris, the experienced guard you worked with on the caravan, walking up to give you a hearty slap on the back. Boar. Or... Soar? Good to see you again.
You see that she is also wearing one of the Neverwinter badges that identify her as a guard for the convoy.
"Leda! I guess we're both headed north. And yes, I'm better known as Soar here. Waterdeep agrees with me. I love this place, though we have business to the north it seems. What have you been up to? Are you now headed as far as Neverwinter?"
Soar's beginning to think that there might be more to Leda than meets the eye. She doesn't have any Harper tattoos on her arms, does she?
With that perception roll, you're confident that she doesn't. Not on any part that's visible to you, at least.
More people gather, the wagons begin to shift in the dirt and line up, and suddenly Ardred sounds a horn and the lead wagons are moving towards the northern gate and the High Road that goes towards Neverwinter.
Jalt and Soar, over the rest of the day it's quite clear that the cultists have noticed you and you get some very dark looks. It's hard to tell whether they're reacting in particular to your armour, since they didn't like you to begin with, but there's no doubt they are aware you are with them and they are not happy about it. They also appear not to be doing anything about it.
The road is in good repair this first day, as you are travelling through farmland past well-tended fields, though the harvest has been gathered and winter will be setting in soon. There are plenty of travellers passing you, but they are clearly local, not coming down from Neverwinter or the North.
At the end of the first day, the convoy makes camp in a patch of land that shows the scorched remains of campfire and is clearly regularly used for this purpose. You're coming to the end of cultivated lands and will be headed into more dangerous territory tomorrow; the mountains loom ahead, though you will take a coastal route and don't expect harsh conditions.
As before, the cultists keep to themselves in a single camp; the merchants group together in their own camp, the travellers together make a few campfires and begin cooking, the labourers are a fourth group, and the guards a fifth.
Soar and Jalt, you are invited to the guard's camp, and an evening meal is provided as part of your work. Leda and Ardred are in this group, if you want to speak to them.
Nub and Nate, you are expected to provide your own food, and people are taking turns to cook on the small campfires; some are clearly foraging for food around the area. Jamna is with this group, if you want to talk to her.
Are you sticking with these groups, or getting together? Is there anything else you want to accomplish?
Neverwinter and beyond, if there's work, Leda replies agreeably. I heard there's ten towns in the far north, in a place call Icewind. That sounds like a place to find adventure, no?
"I've heard of the Ten Towns, but have never been. Seems cold, but yes, full of adventure. I hope you didn't suffer any fallout from my little disagreement with Lasfelro two days ago. Truly awful, what he was planning with that pixie. She's a really nice lady, by the way. Came to see me yesterday. Anyhow, I hear it gets dangerous on this road, so I've got your back again, no questions asked." She catches up a bit more with her as the convoy gets going.
When the cultists give her dark looks, she returns them with a sunny smile and wave. They know who she is, and already don't like her so she figures, nowhere to go but up. She keeps her eyes sharp, however. And she suggests to Jalt that they set up a watch system at night such that one of them is always awake. (I expect that Soar and Jalt have their own official guard shifts. Perhaps to spread out the shifts they can coordinate with Nate and Nub to have one of them awake for the other parts of the night when Soar and Jalt are both sleeping, especially if the guard and traveller camps are close by.)(Did Nate pick up a tent?)
If she passes near Jamna apart from others, she'll say, "Fancy meeting you here. Have a good day in town? I think that even if we are not certain of each other's allegiances, we can acknowledge we're working on similar goals. So I'll admit we're still a bit in the dark over what happens next -- follow and then what. How to get word back out to both of our friends. Ideas welcome. I'll try to have your back."
Around the campfire with the guards each night, Soar will try to entertain the others with some mostly real but also semi-fabricated stories about caravan guard fights, largely drawing from the real fights on the road from Baldur's Gate, and also seeing the dragon both leaving Greenest on the way to Elturel but also the dragon strafing Greenest with Jasa. The hobgoblins, the spiders, the doppelgangers, etc, each one would be its own Scary Story to tell in the dark. She's trying to both entertain and also to instruct in case any of the guards seem greener than they should.
When she's got a moment or two to chat with Ardred, she'll ask when he did the last run to Carnath, and what he saw there. She's also curious how he got into this business, and how he wants to operate logistics for security on this trip.
At the end of each night, during whatever overnight guard shift, Soar will also take up again her practice of befriending an animal with treats and speak with animals and asking it to go over to the cultist wagons to look for something small and interesting to bring back. She's hoping she lucks out and a rat or a squirrel or a rabbit will bring back a scrap of paper, or a trinket, or even just some loose coin or gem. Partially to inconvenience them, partially to spy, partially to practice.
Leda replies to Soar; I've had no trouble. It was fascinating to see the big city, but... a bit too big for me. I'll be glad to be back in the wilds again soon.
Jamna's reply is brief: You're getting some very nasty looks from your friends. I don't really want to be seen near you. Watch your back. She gives a polite smile and then moves away.
Soar, make a Performance check as you try to entertain the guards during the first night's meal.
On this first night, you exchange only brief words with Ardred, as he's still busy organising the convoy and getting them to work together. He tells you that he last saw Carnath a little more than ten days ago, as his job takes him back and forth without much respite. You can ask further questions the following days and nights.
Soar can certainly speak to some local animals, but persuading them to enter one of the wagons is a different matter. This first night, there are definitely no takers. As you try on future nights, you will eventually persuade an animal to help, but it seems that the cultists have boxed up their wares with more time and care for this journey; there are no loose trinkets or coins, as everything is in large wooden boxes or trunks.
"Come on, Nub, let's go sign our names as travelers. Won't even have to speak a word I bet."
Nate seems to fit in well with the other travelers, only making very small talk with most of them. Not really telling them much other than he's headed home to Neverwinter, and that he's met his Tortle friend here on the caravan. Then he sees Jamna. "Hey, Nub. Wait here a minute. Enjoy the fire. I'll go get us some food. I'm kind of used to the forest. Long story."
Nate will then approach Jamna, looking more confident than before when they awkwardly met the first time, Nate looking like a fool back then. Maybe now too. Who knows.
"Hey. I need to get some food to cook tonight. Take a walk with me?"
(I definitely wanted to get a tent, Steve if you'll allow the retro purchase that'd be awesome, thank you Soar for reminding me. Will need it once we get more North.)
Nub tells Nate "Sounds good, I look forward to seeing what you can catch us."
He helps the travellers get fires going using Control Flames and offers to share his food with the four travellers or labourers that look like they need it the most (he will offer it to more people depending on how much food Nate brings back). He then puts the flames out on a fire he built for himself with Control Flames, gets his two iron pots out, and puts the covered one on the coals to start baking a loaf of bread (after taking a small amount of the dough out first as a starter for his next batch - adding a scoop of flour, the same amount of water and a pinch of the large bag of salt he has). He then too goes foraging (using his background Wanderer feature) for food to help feed those that need it the most.
Nub keeps an eye on the people that he has been charged with helping to protect, though stays with the travellers for the moment. If Soar approaches and suggests taking shifts, he readily agrees.
At some stage when Nub sees the cultists eating their meal, he is going to go as far away from the cultists as possible (and out of sight of anyone else as well) and ritual cast Detect Magic and then walk around the camp for the next 10 minutes, including getting as close to the cultists as possible without being in the direct line of sight of any of the cultists keeping watch.
To the tortle’s last utterance Soar says, “Hi Nub! You know what? Deraray back at the chapterhouse used to say the same thing to me, only, I guess, the opposite. Prettier than she writes? Dumber than she looks? I can’t remember. Hmm, now that I think about it, that wasn’t very nice. Anyhow! My name is Soar, and I’m your friendly neighborhood Doomguide. I’m actually sort of from here, or at least Waterdeep is my home. Spent most of my life in and around the Church of Kelemvor. Till I got mixed up with Elspeth over there, and then Jalt, and then Nate here. And Carlon’s friends. How much do you know about our task, and where do you haul from? What’s your story? Actually.... Is there anything you find it easier to talk about? What things do you love?”
Soar is not the most perceptive lass but she gets people and she’s trying to give Nub a way to talk comfortably about something he is passionate about.
Nub pauses, thinking for a moment before responding, seeming to list in his head what Soar has asked/said and he tries to answer in the same order "I said the "smarter than he looks" comment because my friend usually says that to break the ice when she is with me and it usually puts people at ease, but I didn't get a laugh. It must have been in the inflection. Or maybe it is something that you are not supposed to say about yourself? I'm not good with humour. When my friend says it, she is usually being nice and covering for my lack of tact after I've said something, to reduce the tension. She also says she thinks I am handsome, though I think all warm bloods are funny looking, so I don't understand how she can think that of me."
"Hello Soar, I'm Nub..." he realises he already introduced himself earlier "Errr... A Doomsguide is a champion of Kelemvor isn't it, so you also practice magic? I've always been fascinated by religious magic, I've wondered if I could ever mimic it using the arcane side of the weave."
"I only know that I'm supposed to help you and keep you alive and that we are following dragon cultists. Your friend is suggesting we kill them, and if so, I can definitely help with that."
"I hail from a sand island of the coast to the North-West of here, though I have been based out of Neverwinter since I was maybe one and a half. I came here about 6 months ago, so I think maybe I now hail from Waterdeep? Really, home is where my shell is though."
"I love magic and was born to do it, almost literally. And cooking. Magic and cooking! Sometimes together. I have a sourdough bread proving as we speak."
Nub realises he has been ranting, and suddenly goes very quiet.
Jalt nods in Nub's direction Rhogar of Clan Jalt. We welcome any assistance against the Cult. And that's all you get from the Dragonborn. He's getting a little weary of all the new people who have entered their lives the last few months. Though he has preached being trusting, it seems that its really putting his resolve to the test. He turns to Carlon and the others I'm tired of hiding. I'm tired of all the secrets. He leans in I'm ready to get going and get to the bottom of the Cult's plans.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Soar smiles as Nub begins to speak more easily.
“My magic is indeed granted from the Lord of the Dead himself, and I’m learning more every day. I would love to hear what kind of magic you practice. Does it have anything to do with the runes on your shell? Long story short, and we should really keep our voices down when talking about this so lean in close, but we are joining the High Road Charter Company this morning, Jalt and I as guards, as far as the Carnath Roadhouse, to track the cultists and their wagons. We came up from Baldur’s Gate on another caravan just a day ago, under cover. Not great cover. Well, Nate they might not see as a threat but Jalt they know and they seem to know me, so my cover is blown. Anyhow are you joining as a traveler or as a guard? Also, I’m a terrible cook so I welcome your culinary skills!”
She can fill Nub in on the attack on Greenest, the cult camp reconnaissance, retrieving Nate and the other captives, returning to the emptying camp to finish Cyanwrath and Mondath, heading north through Elturel to meet Carlon’s friends, and then to Baldur’s Gate later on. She is happy to not pretend anymore, and go to this convoy with Nub as a new friend, unless Nub has a preference for something else.
The conversation continues for a while, and then Carlon and Elspeth returns. Carlon looks unhappy; Elspeth looks more pleased with herself. We best be going, Carlon says. Apparently I have a busy day ahead of me, he adds, glancing at the tiefling who gives him a small smile.
You make your final goodbyes with the woman who has accompanied you from the start, and then man whose life you saved on the road from Baldur's Gate, and they both head out of the tavern and into the city.
What would you like to do next? Are you headed to Ardred to sign on with the Charter Company?
Nate grins at Nub "Then we'll get along just fine then."
Nate would follow the party out, likely led by Soar and head over to the Charter Company and speak with Ardred to get signed up.
Nub spent that whole time contemplating whether to be a guard or traveller, weighing up the pros and cons of both, before realising everyone was leaving without him. He follows Nate over to the Charter Company to sign up and asks on the way "Are you happy to do the talking on my behalf, I don't know if you noticed, but I'm not great at it."
Nate chuckles in an awkward way. "My new friend, I am the last person you'll want to do the talking for you... To be honest I am likely worse off with interacting with people than you... ask Soar some time about it." and he smiles at her, likely the first smile he's cracked all morning.
"Just stick with Soar and Jalt and they'll set you up."
In the wide space that serves as the meeting ground for departing caravans and others, it's clear that a large convoy is gathering and is perhaps an hour or two from setting off. You continue to hear shouted instructions, complaints, encouragement and threats as people move, load, unload and repair wagons laden with boxes full of goods and supplies. There are travellers headed to Neverwinter, merchants and traders, though none you recognise from the caravan that brought you to Waterdeep. Except for the cultists, of course - they and their wagons are off to one side, watching as always.
Ardred stands in the centre of it all like a circus ringmaster, dealing with absurdly minor issues with good grace at times, irritation at other times. He happily accepts Jalt and Soar as guards; you'll be paid five gold each for the tenday trip to the Roadhouse, and a similar amount on the return journey, or the journey on to Neverwinter, if you wish. For Nate and Nub, all you need to do is sign your name in his book and you are welcome to join the convoy as travellers. The purpose of the High Road Charter Company is to get trade flowing along the High Road between Neverwinter and Waterdeep; that includes overseeing and supplying efforts to repair the road and rebuilt services along the road's length, clearing out the dangerous creatures that have infested the area since the road fell into disuse, and escorting merchants and other travellers along the road.
Jalt and Soar, as guards you don't need to do much except be armed and ready to deal with trouble. You report directly to Ardred, and you have a badge with the symbol of Neverwinter to identify you to the other travellers and guards.
In the convoy, there are perhaps twenty wagons, of which seven appear to be with the cultists, another five or six belong to independent merchants headed to Neverwinter, and the rest are filled with supplies to be delivered to the Roadhouse.
Travelling with you are other guards, merchants and their drivers and personal guards (this is what the cultists are posing as), and other independent travellers. There are also labourers who are headed to work at the Roadhouse and on the road repairs.
So far, you know the following people on the convoy:
Ardred Briferhew, male human, who is in charge of the whole operation
Henton, male human, the apparent leader of the cultists from Greenest, posing as a merchant
Azbara Jos - male human - I'm not sure if you've learned his full name yet, but it's easy enough to overhear during your travels - he's the stranger who joined the caravan at Daggerford and is working with the cultists.
Jamna Gleamsilver, female gnome, your not-quite-ally who's interested in the cultists. She gives you a wave, but she's mixing with the other travellers who she has joined.
Leda Widris, female human, an experienced guard and traveller who worked with Soar on the caravan from Baldur's Gate and wants to see the north of Faerun.
Soar, make a Perception check.
Soar perception: 20
16
Soar, you hear a footstep behind you and turn to find the smiling face of Leda Widris, the experienced guard you worked with on the caravan, walking up to give you a hearty slap on the back. Boar. Or... Soar? Good to see you again.
You see that she is also wearing one of the Neverwinter badges that identify her as a guard for the convoy.
"Leda! I guess we're both headed north. And yes, I'm better known as Soar here. Waterdeep agrees with me. I love this place, though we have business to the north it seems. What have you been up to? Are you now headed as far as Neverwinter?"
Soar's beginning to think that there might be more to Leda than meets the eye. She doesn't have any Harper tattoos on her arms, does she?
With that perception roll, you're confident that she doesn't. Not on any part that's visible to you, at least.
More people gather, the wagons begin to shift in the dirt and line up, and suddenly Ardred sounds a horn and the lead wagons are moving towards the northern gate and the High Road that goes towards Neverwinter.
Jalt and Soar, over the rest of the day it's quite clear that the cultists have noticed you and you get some very dark looks. It's hard to tell whether they're reacting in particular to your armour, since they didn't like you to begin with, but there's no doubt they are aware you are with them and they are not happy about it. They also appear not to be doing anything about it.
The road is in good repair this first day, as you are travelling through farmland past well-tended fields, though the harvest has been gathered and winter will be setting in soon. There are plenty of travellers passing you, but they are clearly local, not coming down from Neverwinter or the North.
At the end of the first day, the convoy makes camp in a patch of land that shows the scorched remains of campfire and is clearly regularly used for this purpose. You're coming to the end of cultivated lands and will be headed into more dangerous territory tomorrow; the mountains loom ahead, though you will take a coastal route and don't expect harsh conditions.
As before, the cultists keep to themselves in a single camp; the merchants group together in their own camp, the travellers together make a few campfires and begin cooking, the labourers are a fourth group, and the guards a fifth.
Soar and Jalt, you are invited to the guard's camp, and an evening meal is provided as part of your work. Leda and Ardred are in this group, if you want to speak to them.
Nub and Nate, you are expected to provide your own food, and people are taking turns to cook on the small campfires; some are clearly foraging for food around the area. Jamna is with this group, if you want to talk to her.
Are you sticking with these groups, or getting together? Is there anything else you want to accomplish?
Neverwinter and beyond, if there's work, Leda replies agreeably. I heard there's ten towns in the far north, in a place call Icewind. That sounds like a place to find adventure, no?
"I've heard of the Ten Towns, but have never been. Seems cold, but yes, full of adventure. I hope you didn't suffer any fallout from my little disagreement with Lasfelro two days ago. Truly awful, what he was planning with that pixie. She's a really nice lady, by the way. Came to see me yesterday. Anyhow, I hear it gets dangerous on this road, so I've got your back again, no questions asked." She catches up a bit more with her as the convoy gets going.
When the cultists give her dark looks, she returns them with a sunny smile and wave. They know who she is, and already don't like her so she figures, nowhere to go but up. She keeps her eyes sharp, however. And she suggests to Jalt that they set up a watch system at night such that one of them is always awake. (I expect that Soar and Jalt have their own official guard shifts. Perhaps to spread out the shifts they can coordinate with Nate and Nub to have one of them awake for the other parts of the night when Soar and Jalt are both sleeping, especially if the guard and traveller camps are close by.)(Did Nate pick up a tent?)
If she passes near Jamna apart from others, she'll say, "Fancy meeting you here. Have a good day in town? I think that even if we are not certain of each other's allegiances, we can acknowledge we're working on similar goals. So I'll admit we're still a bit in the dark over what happens next -- follow and then what. How to get word back out to both of our friends. Ideas welcome. I'll try to have your back."
Around the campfire with the guards each night, Soar will try to entertain the others with some mostly real but also semi-fabricated stories about caravan guard fights, largely drawing from the real fights on the road from Baldur's Gate, and also seeing the dragon both leaving Greenest on the way to Elturel but also the dragon strafing Greenest with Jasa. The hobgoblins, the spiders, the doppelgangers, etc, each one would be its own Scary Story to tell in the dark. She's trying to both entertain and also to instruct in case any of the guards seem greener than they should.
When she's got a moment or two to chat with Ardred, she'll ask when he did the last run to Carnath, and what he saw there. She's also curious how he got into this business, and how he wants to operate logistics for security on this trip.
At the end of each night, during whatever overnight guard shift, Soar will also take up again her practice of befriending an animal with treats and speak with animals and asking it to go over to the cultist wagons to look for something small and interesting to bring back. She's hoping she lucks out and a rat or a squirrel or a rabbit will bring back a scrap of paper, or a trinket, or even just some loose coin or gem. Partially to inconvenience them, partially to spy, partially to practice.
Leda replies to Soar; I've had no trouble. It was fascinating to see the big city, but... a bit too big for me. I'll be glad to be back in the wilds again soon.
Jamna's reply is brief: You're getting some very nasty looks from your friends. I don't really want to be seen near you. Watch your back. She gives a polite smile and then moves away.
Soar, make a Performance check as you try to entertain the guards during the first night's meal.
On this first night, you exchange only brief words with Ardred, as he's still busy organising the convoy and getting them to work together. He tells you that he last saw Carnath a little more than ten days ago, as his job takes him back and forth without much respite. You can ask further questions the following days and nights.
Soar can certainly speak to some local animals, but persuading them to enter one of the wagons is a different matter. This first night, there are definitely no takers. As you try on future nights, you will eventually persuade an animal to help, but it seems that the cultists have boxed up their wares with more time and care for this journey; there are no loose trinkets or coins, as everything is in large wooden boxes or trunks.
"Come on, Nub, let's go sign our names as travelers. Won't even have to speak a word I bet."
Nate seems to fit in well with the other travelers, only making very small talk with most of them. Not really telling them much other than he's headed home to Neverwinter, and that he's met his Tortle friend here on the caravan. Then he sees Jamna. "Hey, Nub. Wait here a minute. Enjoy the fire. I'll go get us some food. I'm kind of used to the forest. Long story."
Nate will then approach Jamna, looking more confident than before when they awkwardly met the first time, Nate looking like a fool back then. Maybe now too. Who knows.
"Hey. I need to get some food to cook tonight. Take a walk with me?"
"Oh... and... what's my name?"
(I definitely wanted to get a tent, Steve if you'll allow the retro purchase that'd be awesome, thank you Soar for reminding me. Will need it once we get more North.)
Given that, Soar would have got one as well, given the uncertainty of how long they would be employed as guards and ostensibly given a tent to use.
Soar performance: 15
Nub tells Nate "Sounds good, I look forward to seeing what you can catch us."
He helps the travellers get fires going using Control Flames and offers to share his food with the four travellers or labourers that look like they need it the most (he will offer it to more people depending on how much food Nate brings back). He then puts the flames out on a fire he built for himself with Control Flames, gets his two iron pots out, and puts the covered one on the coals to start baking a loaf of bread (after taking a small amount of the dough out first as a starter for his next batch - adding a scoop of flour, the same amount of water and a pinch of the large bag of salt he has). He then too goes foraging (using his background Wanderer feature) for food to help feed those that need it the most.
Nub keeps an eye on the people that he has been charged with helping to protect, though stays with the travellers for the moment. If Soar approaches and suggests taking shifts, he readily agrees.
At some stage when Nub sees the cultists eating their meal, he is going to go as far away from the cultists as possible (and out of sight of anyone else as well) and ritual cast Detect Magic and then walk around the camp for the next 10 minutes, including getting as close to the cultists as possible without being in the direct line of sight of any of the cultists keeping watch.