
GM Art Severance |

At the Pig and Roast in Maheto, Taldor - Starday, 28 Erastus, 4715 A.R.
Tark Toughtoe returns a few moments later, walking casually, and returns to his seat.
He says something in Halfling to Bray, "Mae ganddo pesh yn ei boced. Gadewais iddo yno."
Bray frowns for the first time since you met him, and looks at Tark, who nods once, emphatically. Bray then addresses you, "It seems my cousin found a narcotic in Mr. Gribb's pocket. That would explain his unusual mood. We're going to have to keep an eye on him on this trip. If he brings along enough to use, he could cause trouble. If he doesn't and he's addicted, we could have a different type of trouble."
Bray gets down from the bench and gestures for Tark to follow. "Gentlemen, Ms. Waystrider, we have an early start in the morning. We need to tend to the mules and will be up even earlier than you hitching the teams. We'll see you at moonset. Would you be so kind as to pick up the breakfasts for all of us before you come to the yard tomrorow morning? Good night."
1d20 + 12 ⇒ (16) + 12 = 28
The two depart the taproom through the main door.

GM Art Severance |

[dice=Heal]1d20+11
Professor Bellerophon heard Tark refer to "pesh." Pesh is a powerful stimulant and hallucinogen that causes euphoria, paranoia, and/or enhanced aggressiveness. Its effects generally lasts about an hour, followed by several hours of fatigue.
Pesh is highly addictive, illegal, and relatively inexpensive. It is produced in Katapesh, as well as in Darkmoon Vale in Andoran.
Pesh could certainly cause the euphoria that Mr. Gribb seemed to be experiencing.

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"Hmmm. Isn't this Dark Lil supposed to be in charge of the drugs around here? It's possible that Mr. Gribb's overly happy demeanor is a result of pesh use."

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Denge watches the two halflings leave and thinks, yes it is getting late and we have a long and eventful day ahead of us, we should follow suit and get to bed.
However... what does he know of these two...
Knowledge local-Two Cousin Halfling Drivers: 1d20 + 7 ⇒ (6) + 7 = 13
and as they leave...
Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
and about the effects of pesh...
Heal Check: 1d20 + 7 ⇒ (13) + 7 = 20

GM Art Severance |

Denge watches the two halflings leave and thinks, yes it is getting late and we have a long and eventful day ahead of us, we should follow suit and get to bed.
However... what does he know of these two...
[dice = Knowledge local-Two Cousin Halfling Drivers] 1d20+7
and as they leave...
[dice = Sense Motive] 1d20+6
and about the effects of pesh...
[dice= Heal Check]1d20+7
Denge's never heard of the halfling drivers before. Although the poplulation of Maheto is not terribly large, only 12,000 souls, and there are few halflings, Denge really hasn't been in town long enough to get to know anything about them. Haflings living outside of halfling communities in Taldor are often involved in handling animals and hospitality trades, so it is not unusual for them to be drivers. There are a smattering of halflings in all of the major settlements of Taldor, so their presence here is not unusual.
As they leave, Denge realizes that they are not just going to settle their mules. They are clearly going to do something about Mr. Gribb's pesh use. Perhaps they are going to follow him? Or roll him?
Denge knows the same information about pesh that Professor Bellerophon knows, which was detailed three posts above this one.

GM Art Severance |

Any other actions for the evening before we progress to the next morning? Any purchases anyone wants to try to make with the 25gp or leftover money from character creation? It's still early enough in the evening that you could find a place open or get someone to open up if you need. You may want to consider buying some guard dogs, although you might have trouble controlling them, some scrolls, or some alchemical support to help you out in fights.

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Denge looks around the table, and unless there is some other suggestions for tonight, Denge and Penelope will retire.

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Rafaelis gets his thoughtful look again. What would I do if I were a couple of presumably honest teamsters presented with a not so candid employer? I would check my cargo to make sure I wasn't being duped into transporting illegal substances! Then what would I do if I DID find something? I think it would be a question of who I feared the most, the clannish Dwarves or Dark Lil... hmmm. On the other hand, if I weren't honest I would set up my employer as the fall guy for my nefarious dealings in case nosey adventureres kicked up the proverbial hornet's nest. Ah well, not enough information for the equation.
He comes out of his reverie, glances to his companions. Sigh...
Life would be simpler if we had a candid employer. Friends, I am going to make a few purchases prior to retiring. Some scrolls and a couple of guard dogs. I know, I know, it is a little last minute but I suddenly have a premonition that it would be advisable. By the way, does anyone know if there is a practice for caravans to be inspected prior to leaving town?
I will make the purchases and send you (Art) an updated character sheet. Rafaelis will pull by the vicinity of where the cargo is located, if he knows where, to confirm or deny his suspicions

GM Art Severance |

I will make the purchases and send you (Art) an updated character sheet. Rafaelis will pull by the vicinity of where the cargo is located, if he knows where, to confirm or deny his suspicions
You can just let me know what you purchased instead, whatever is easiest for you.
Is anyone else accompanying Rafaelis as he goes to check on the wagons? You know they are located in a caravan assembly yard close to the Pig and Roast.

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(to Rafaelis) "I could use a stretch of the legs, and pick up a nic nack or two, I would like to come along if you don't mind the company."

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"I shall accompany you both on your errands," says Professor Bellerophon. He stands and brushes off crumbs from his clothes. He quickly finishes his last drink and proceeds out the door.

GM Art Severance |

At Camrad's Yard in Maheto, Taldor - Starday, 28 Erastus, 4715 A.R.
The night air is brisk as you exit the Pig and Roast. Camrad's Yard, where the caravan is being assembled, is just down the lane. You can smell the axle grease and mule dung from here.
Despite the hour, there is activity in the yard. Mules bray, guards patrol, teamsters deliver goods from Mahetan businesses, and caravan drivers pack and load their carts and wagons.
You find your caravan easily in the well-lit yard. A guard, recognizing you from earlier in the day when you were hired, tips his hat. Your caravan's wagons stand out from the others as they are homey, enclosed conveyances, in contrast to the plain, open carts and wagons used by other caravans.
For pictures, follow the roll d20 link above and look under Handouts on the Journal tab.
The halfling drivers' wagons are nearly identical. The sides and roof of each wagon are made of varnished wood, and the carriage and trim are painted olive green. Stairs have been folded down to allow access to each wagon. There are windows at the sides and rear of each wagon. Tark Toughtoe's havewindow boxes with red tulips in them. Bray Burrowfoot's have lace curtains in them. Each wagon has a storage space underneath, accessed by cleverly concealed panels on all sides.
You recall, from looking through the windows earlier today while the halflings were away, that inside each wagon has a halfling-sized bunk and more storage space. Tark's wagon has a small kitchen. Bray's has a small table and seating area with seats large enough for human-sized guests to sit around.
Each wagon has some cargo strapped to the roof. Both are dark, and the doors and cargo panels are closed up. The shutters on the windows are open, though the windows themselves are open.
Earlier today, when you were hired, Mr. Gribb informed each of you that the Mahetan blades are stored in the storage compartment underneath the wagons, some standard trade goods (cloth, housewares, clothing, and footware) are stored in the wagons, and that the caravan's food, tents, and camp supplies are carried on the roofs. The caravan has three tents, one for Mr. Gribb and two for guards. The halflings sleep in their wagons.
There is no one but you three in the immediate area.
Is there anything you would like to do?

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ah hmmm... while we're here let us peek around a bit. I am certainly not going to pry into anything directly.
cast Dancing Lights and direct them here and there to illuminate any little dark corners
Perception: 1d20 ⇒ 16
If nothing stands out or anybody has any other suggestions, we will move on to shopping

GM Art Severance |

[dice=Perception]1d20
If nothing stands out or anybody has any other suggestions, we will move on to shopping
From the outside, nothing seems out of place. However, you really have not looked in the storage compartments, the wagons themselves, or the cargo lashed to the rooves, either this morning or now.
On the surface, however, nothing seems to be out of place. Your lights reveal a little of the interiors of the two wagons. The halflings do not seem to be here.

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I was really more interested in catching people in the act than rummaging through their stuff. Since the windows are open I can direct the lights into the wagons.
My mistake, I mistyped the post in which I said the windows were open. I meant to say they are closed, but we will roll with it. I explain only so you understand why I typed the post about the light as I did.
The lanterns float into the wagons. The beds inside are small and comfortable bunks. The under each is a cabinet. There is also a floor panel in each wagon giving access to the compartment beneath. There are ample rugs and blankets, so it would be a simple matter to conceal the compartments.
Tark's wagon has a small kitchen. You see a spice rack, cutting board, knives, pots, pans, and dishes, all neatly and securely stowed. It looks as if the wagon could topple over without the kitchen equipment flying all about. There is also a small work area. Much of the wagon is taken up with cupboards and drawers. It looks like many objects could be stowed inside. On top of the cupboards, at the level of the windows, a number of crates are lashed. Peering through the windows, you see one marked "Keeling Ceramics" and another marked "Fragile, this side up" with an arrow pointing toward the top.
Bray's wagon has a small dining table surrounded by built in benches on three sides. The bench nearest the window is higher than the others and appears to be constructed to accommodate halflings, while the benches on the sides appear to be sized for humans, elves, and dwarves. There is a neat, blue-checked table-cloth clipped to the table. Like Tark's wagon, there are cabinets and cupboards all over. There is also a dart board on the back of the closed door leading out of the wagon. Hanging from the ceiling are numerous nets containing various goods. It looks like travelling in this wagon would subject a passenger to a constant obstacle course of swaying nets bearing copper pots, pewter candle sticks, brass napkin rings, and bundles of shoes. The rear part of the wagon is obscured by clothes, mostly intended for gnomes, given the garish colors, hanging from twine that crisscrosses the space.

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Eveything appears to be very orderly and in its place, except for halflings who should be snug in their precious little beds but aren't! Seems they too are adept at hiding their intentions. Still that Tark fellow is an honest sort of chap. Did you see that interchange with the salt shaker back there? Perhaps they did not want big people bumbling about after them causing a rucuse? Rafaelis puts his right hand to his chest and says I suggest we shop. If I get a couple dogs I want them to be aquainted with you.
Rafaelis had been on one adventure previously and so has a bit more cash than a starting adventurer. I cleared this with Art. He buys a few scrolls and two guard dogs. He names them "Geb" and "Nex" and hopes they get along better than their namesakes.

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Via message Denge will inform his companions that Penelope excels as a scout.
"If you would be so kind as to engage the guard in conversation for a moment or two"
Denge will walk with Penelope behind a building or a place of cover and 'recall' her to his mind. He will then ask her to manifest in Incorporeal Form
Penelope is NOT harmed by holy water or positive energy
In addition, Penelope can manipulate objects similar to a mage hand spell, expect that she can lift/manipulate magic items
Denge will then walk out to join the others and Penelope can operate on her own, while in constant communication with Denge.
She will:
1) Glide just beneath the street surface, until she is below Cart #1
2) She will then travel from under the street, through the cargo hold below cart into the cart.
3) She can poke her face into the lower cargo hold, as well as all the compartments
4) She will then glide back into the street, move under the street to beneath cart#2. Wash, rinse and repeat.
5) Penelope has Darkvision
Her goal is to make sure everything is in it's proper place.
She will do her best to stay out of sight.
Finally should something go awry (some one notice her or one of the halflings approach the carts) Denge will immediately notify her and and recall her into his mind, as a standard action.
When she is done Denge will recall her, excuse himself from the guard and continue to shop. At some point finding a secure spot to manefest Penelope in her ectocplasmic form

GM Art Severance |

Silently, Penelope glides toward Tark Toughtoe's wagon, beneath the level of the gravel in the yard. She passes up into the cargo compartments of the wagon, finding ten in all. Three line and are accessible from each side of wagon. There are two more, one accessible from the front, and another from the back of the wagon. Finally there are two accessible from the interior, one above the other. The innermost one seems to be a secret compartment.
Later Penelope confirms that Bray Burrowfoot's wagon has an identical set of compartments.
Nearly all of the compartments on both wagons except for the secret compartment and one other contain blades and saws made from various metals, each packed separately in cloth. More than half of the blades are rapiers. There are also a good number of weapons sized for small combatants. All of the blades and saws are of masterwork quality.
One compartment on Tark Toughtoe's wagon, accessible from the side, contains clothes sized for a human (including one nice set of robes, a pair of fine shoes, and several sets of nice, but well-worn clothes), a masterwork Aldori dueling rapier, a bedroll, four bottles of fine elven wine carefully packed with straw in a small crate, a small mirror, and other innocuous personal items (soap, a comb, a brush, etc.).
In that compartment, there are also ten brick-sized packages, each tightly wrapped in layers of waxed paper. Each package contains a single block of a black tar-like substance. The packages themselves are packed in straw in two crates that are indistinguishable from the crate of elven wine. All three crates are marked "Product of Kyonin" and all three are sealed with wax at several points and bearing a leaf seal.
The secret compartments in each wagon are relatively empty. Each contains a package of cosmetics and putty, probably a disguise kit. Each also contains a scroll tube stuffed with papers. Manipulating them in the tight space, Penelope sees that each tube contains several sets of identity papers, including but not limited to papers identifying the bearer as the factor of bank in Oppara, as the attorney for a lumber interest from Andoran, and as an academic from an institute in Magnimar, and as a servant of one of the Bearded ( the Taldan nobility) from Cassomir. In addition, there are numerous sets of halfling-sized clothing, including but not limited to scholarly robes, a dark cat burglar's outfit with a house-breaking harness, fine clerical robes, children's clothing, and a beggar's outfit. In addition, there are several wigs, holy symbols of half a dozen halfling and halfling-friendly deities, a book in common about the flora of eastern Avistan, a journal of notes about observations of various plants with plant samples pressed between the pages in waxed paper, and several hundred gold pieces in various coins of various denominations separated into packets by mint. One packet contains Kelish coins. Another contains Andoran coins. A third contains Ustalavan coins. The fourth contains Taldan coins. There is also a small pouch with various small gems worth about 5gp each. All in all, each of the gem pouches contains about 100gp in gems.
The secret compartment in Bray Burrowfoot's wagon is very similar. However, instead of a book and journal about flora, it contains a book and a journal about the birds of eastern Avistan. The entries in both journals are undated. Both journals are written in common, but have notes in what appears to be halfling in places.
Finally, each secret compartment contains a small golden amulet on a leather strap. Each amulet bears a roaring lion over crossed rapiers on one side and the imperial seal of Taldor on the back - a split field with a crown above a lion statant.

GM Art Severance |


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"I recommend we remove these items before anybody returns and stash them in our own gear," whispers Professor Taldus.
"The black substance Penelope reports is likely pesh. Drug running for sure."

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via the message spell I doubt that anyone would waste such a precious cargo upon us if they could help it. Does it seem to you that these items might be storge for Mr Gribb? In that case the halflings may not know. It makes sense for him to sell to either support a habit, pay off gambling debts, or make enough to buy dispensation. I wondered where the money was coming from. I suggest we find out if the stuff belongs to Gribbs. If it is we can quietly pass it onto the Halflings.
These haflings become more and more interesting all the time. Ha! What do those amulets mean? Anyone? No wonder they didn't even flinch with the Message spell back at the inn. Perhaps they are spies or secret police?
Rafaelis will start to shop

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Knowledge local Amulet: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge local Identity papers: 1d20 + 8 ⇒ (9) + 8 = 17
...I'm not sure what that means.

Penelope Waystrider |

Knowledge local Amulet: 1d20 + 2 ⇒ (17) + 2 = 19
"I know that seal, it's belongs to the Lion Blades, the Taldan secret police and spy organization."
Knowledge local Identity papers: 1d20 + 2 ⇒ (17) + 2 = 19
"I don't know who that could be..."

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Hmmm. Using this advance, plus monies left over from his last University salary payment, the Professor buys a Healers Kit, Surgeon's Tools, and a Cleric's Kit.

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Time to retire I think. I'll be up for a bit reading and scribing and I plan to rise early to have a look around. I advise all of you do the same. Looks like quite an adventure ahead.
Rafaelis go back to the Inn. Requests an early wake up from the proprietors and a little something for the dogs tomorrow. He goes to his room accmpanied by his two dogs. Bolting the door behind him. He tells Geb and Nex to get on the bed and to "Stay." He then gives both of them a treat. Going to the window he closes the drapes. He goes about the room extinguishing lights. He lights a lone taper on a desk, which he had moved to the middle of the room. Drawing fouth a large tome from his backpack, he opens it to a page covered in arcane sigils. He pulls out a bell and places it by the book and candle. Gazing upn the page of sigils, he starts to intone in a low voice, in a strange language, stricking the bell, a low sonorous tone issues forth. Shadows loom large, caper, and prance in the light of the lone taper particularly the mage's shadow which is darker, larger, more active. Geb and Nex become very quiet, let out a low whine, and lower their heads to the bed. Once the incantation is complete, the mage rings the bell again. The slow sonorous tone emanates outward and swallowed up as if in a larger space. The mage pulls out a stylus. Standing with his back to the candle, he bendds down and etches at the join between his feet and his shadow. The shadow leaps free and capers about the room in a wild gleeful dance. Stopping suddenly it tuns and bows sardonically to the mage. Rafaelis moves to open the curtains, unlatches the window and says, "Signs and portents, planets and stars, coupled with the season indicate that there will be a gathering of your kind on the dark side of the moon this night. Go hither my shadow self and commune with your bretheren for much may be learned and power gained. Tarry not long for there may be mischief on the morrow and we will need all our powers." With that the shadow and mage bow to each other then the shadow strides through the window out into to night, ever higher and faster into the starry moonlit sky, and in a wink, is gone. The mage leaves the window open a crack, turns back to his book and pulls out of the backpack at his feet writing equipment. He unrolls the scrolls he purchased. And attempts to understand them (Spellcraft). He thinks, 'Hmmm... I only have time scribe one tonight and I do not comprehend all of these as yet.. best to scribe the Charm. Yes, we may need to excercise influence upon the weak willed.'
An hour later, his scribing finished, he closes the tome, extinguishes the candle, puts everything away, and readies himself for bed. The room is cold but he keeps the window cracked open. He snuggles into bed between Geb and Nex, passing into the realm of dreams.

GM Art Severance |

At Camrad's Yard in Maheto, Taldor - Moonday, 29 Erastus, 4715 A.R., Just Before Moonset, Very Early in the Morning
Several hours later finds Mr. Gribb, Tark Toughtoe, Bray Burrowfoot, Rafaelis Reeves, Professor Taldus Bellerophon, and Denge Fevor assembled in Camrad's Yard.
A four-mule team is hitched to the front of each wagon, and a single mule follows behind each one on a slack lead.
Tark's wagon is lined up in front. Bray's is behind it.
Despite the pre-dawn gloom, you can see that Mr. Gribb's face is drawn and gray. His eyes are dull. He halfheartedly mumbles a traditional leave-taking prayer to Abadar. He has a quiet word with Tark, then retires into the cabin of Tark's wagon.
With a broad smile, Bray offers a seat on his driver's bench if one or two of the guards or the dogs want to ride rather than walk. The wagons lurch forward, and the caravan is off.
Over an hour after you depart, the sun's rays crest the World's Edge Mountains behind you. The caravan follows a well-maintained brick towpath alongside a canal that runs many miles west to the Verduran Fork of the Sellen River.
Bray cheerfully eats the breakfast you picked up for him at the inn. Tark munches on his silently.
Do any of you take up Bray's offer to ride on his wagon with him? There is room for two others on the bench beside him. There is also room for two others on the bench beside Tark, though he hasn't offered.
If you aren't riding with Bray, where are you in relation to the caravan? The current setup is the Toughtoe wagon with Tark driving and Mr. Gribb inside followed by the Burrowfoot wagon with Bray driving. You be in front of or to the side of the Toughtoe wagon, between the two wagons, or behind or to the side of the Burrowfoot wagon. You can also ride on either wagon, or position yourselves on the roof of either wagon. WARNING: The ride on the roof involves quite a bit of swaying. The rooves are packed with cargo. Anyone riding up there must actively hold on. It's not a place to ride if you're looking for a nap. However, the height adds a +2 circumstance modifier to Perception checks.
Regarding Penelope, if she's out, I need to know. I put a pog out for her. If she's not out, please just place her off to the side of the map.

GM Art Severance |

If you haven't done so already, please follow the link at the top of the page to the Roll d20 page. You will see the map there. Once you log in there, I will give you control of your pog and you will be able to view the various handouts. If you need help figuring out where to ride in the caravan, the map on Roll d20 should help. If you have any problem with Roll d20, let me know and I will try to help (though I am no expert myself).

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She is out.
Denge and Penelope walk together along in front of the caravan, talking about common everyday things in life, including what they might encounter during the travels of this trip.
Deng has his walking stick out, but has a attached a wicked curved blade atop his normal innocuous walking implement (scythe)

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Rafaelis introduces the Geb and Nex to the haflings ensure that they are friendly to them.
Ah, Mr Burrowfoot whould you be so kind as to allow me to stow my pack on the top of your wagon? Rafaelis smiles and gives a little wink. Also, would Mr Toughtoe like have a dog ride along? He may have Nex if he wishes. I shall walk up front with Mr Fevor and Miss Penelope. You may have Geb to ride with you a bit.
Stowed towards the top inside the backpack, is a letter on his letterhead, sealed with wax with his signet ring. There is writing on the letter but it appears to be in code.
To Misters Burrowfoot and Toughtoe,
If prowling halfings are tired, perhaps they should relax with a glass of fine wine?
Paper is good to start fires with.
the word 'wine' is in Elvish

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"Walking? Walking?" exclaims Professor Bellerophon. {b]"Who said anything about walking? I assumed the caravan's chirurgeon would have a place aboard!"[/b]
Taldus hustles up and joins Bray at his invitation. He nearly trips over his newly bought crossbow, clearly ill at ease with it. Sitting upon the wagon seat alongside Bray his rather worn, used-looking dagger clumps and rattles, causing him quite an inconvenient time of sitting down.
"Uggh. Ack." he mutters. "Really don't know how people do it, bristling with ten times the implements of death and destruction I've brought. Ugh."
Before getting aboard, he throws his surgeons tools and medical kit atop the wagon, where it can be easily accessed.
Looking about, Taldus realizes something. "Mr. Bray, aren't we a bit... ehhh, exposed up here?"
He rubs his leather armor, indiscreetly hidden beneath his surgeon's robes, thinking of arrows, crossbow bolts, spears and other pointed things that fly quickly.

GM Art Severance |

"It's just Bray, Professor." He looks around. "Well, we're exposed to the sides, but we have the wagon at our back and the mules out front. We'll be okay." He gives Geb a pat. "We even have a guard dog."
"When we make camp, we can repack so that you get one of the side compartments or two, if that would be easier for you. You're welcome to ride the whole way. There's a table inside with room for four humans. You're welcome to ride inside or take a nap, too."
He frowns, "Well, maybe only from time to time. You are the guards after all."
"Have you worked this route before?"
The wagon is so high, that the driver's seat is below the roof level. Even a human sitting there does not poke up above the roof level.

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"Oh no, no! This is my first, uhh, experience (?) as a guard on a caravan. I can't say I'm quite a guard, really. Just a chirurgeon in case somebody needs medical aid."
He hefts the crossbow.
"I was told it was a good idea to have at least something to murder people with, so... here we are. Heh heh. No, I mean, 'defend the caravan with'. Really, will that be necessary? Could we just talk to the bandits? Or pay them? Isn't that easier?"

GM Art Severance |

Bray shrugs his shoulder, "Sometimes it is. Just having guards keeps most bandits away. And the Phalanx and Horse keep them in check. It's the goblins and other monsters we really have to worry about. Sometimes they wander through."
Bray gestures at the wagon ahead, "And any trouble he might be bringing along."
"This stretch should be easy. It's the road from Belhaim to Wispil that's more of a problem."

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"What sort of trouble would he bring along?" asks the Professor. "Forgive my lack of experience caravaneering, but shouldn't the caravan master be seeking to minimize trouble to maximize the probability of a success return on investment>?"
Professor Bellerophon pauses for a moment, realizing that his talk of economic principles sounds very much like a university professor.
"I mean, less trouble, more gold, yes?"
"Will we actually see a goblin? I've never seen its anatomy up close. Perhaps a field dissection to add to my store of medical knowledge. You know, 'know they enemy and all that!'"

GM Art Severance |

Bray laughs, "Yes, we'll likely see a goblin. Feel free to dissect one if you want, but do it away from camp, so it won't attract wolves."
"As for trouble Mr. Gribbs might be bringing along, he was using last night. And he was awfully eager to get out of town, so trouble could be chasing us down the road, too."
As the morning proceeds, Bray regales Professor Bellerophon with stories about a few goblin attacks Bray has faced over the years.
He then turns the conversation toward the Professor. "So, what's your story. You don't have upcountry manners. Are you from Oppara?"

GM Art Severance |

On the Towpath from Maheto to Belhaim, Taldor - Moonday, 29 Erastus, 4715 A.R.
As you amble down the towpath, Denge and Penelope in front, talking to one another, and Rafaelis and Professor Bellerophon in back, talking to Bray, the day passes slowly. Everyone but the mules seems tired from the early start.
The sun soon causes the temperature to rise and what was a very chilly morning has become a comfortably warm day. It is a approaching noon when you hear the sounds of a large group approaching from the opposite direction. Soon you see a group of eight pikemen marching in formation down the towpath, followed by two others. One of the two in the rear is chanting a marching cadence....
"He-ey Navy
Hey-ey Navy
Puddle pirate Navy
Puddle pirate navy
Pull your boats onto the banks
Pull your boats onto the banks
And join the Taldan Pha-a-lanx
And join the Taldan Pha-a-lanx.
He-ey Horsey
He-ey Horsey
Poop-scoopin Horsey
Poop-scoopin Horsey
Grab your packs off those flanks
Grab your packs off those flanks
And join the Taldan Pha-a-lanx
And join the Taldan Pha-a-lanx.
We are the Phalanx
We are the Phalanx
The glorious Phalanx
The glorious Phalanx
Old and sick give their thanks
Old and sick give their thanks
Young and brave join the Pha-a-lanx
Young and brave join the Pha-a-lanx."
Penelope's Perception Check: 1d20 + 6 - 3 ⇒ (13) + 6 - 3 = 16
Denge's Perception Check: 1d20 + 4 - 3 ⇒ (20) + 4 - 3 = 21
Rafaelis' Perception Check: 1d20 + 0 ⇒ (2) + 0 = 2
Professor Bellerophon's Perception Check: 1d20 + 2 ⇒ (7) + 2 = 9
As the caller and the officer accompanying him pass, both Denge and Penelope notice Tark make a hand gesture at the officer. The officer starts to raise his arm, then stops. He says something to the caller, and the caller shouts, "Echo Squad, Halt!" The squad abruptly stops, behind the first wagon, but before the second one. The halflings stop both wagons.
"Good morning," Tark calls out.
"Good morning, sir," the officer replies.
Tark frowns. "What news of the road?" he asks.
"Clear all the way from Belhaim, no trouble, si...No trouble at all."
Tark hops down off of his wagon and briefly talks to the officer quietly.
The caller shouts, "Ten minutes!" The pikemen set down their pikes and packs and break out water and rations. The caller joins them.
Bray nods toward the soldiers. "They'll probably have news from the road and Belhaim, and they aren't going anywhere. We may as well have lunch, too. I'll fix it up while you talk to them."
Bray hops down from his wagon and heads toward the kitchen in Tark's wagon.
Do you wish to talk to the soldiers, the caller, or the officer or take any other actions during the lunch break?"

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Denge using his psychic magic (no verbal or somatic components) cast message on the party. While the Halflings are connected most communications will not include them.
[whispering to the party less the halflings]"When the platoon arrived, Penelope and I witnessed a signal passed between Tark and the officer in charge of the platoon. I think this strengthens the idea that Tark is a member of the Taldor secret police, working undercover."
Denge and Penelope will walk over to soldiers, find what appears to friendly knot and and ask to join them for lunch.
To the knot of soldiers "Do you mind if we join you?"
"I have heard of the patrols in this area that keep this route safe, I want to sit and chat, but mostly thank you for work you do keeps traveling folk like ourselves safe from the dangers of the road."