
GM MattMorris |

Please dot in when you make your character. Feel free to describe yourself and what you do on the caravan!

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Uhtred was training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that he is alive at all, but the memories of that fateful day haunt his dreams. Having worn out his welcome at the taverns and inns of Elidir, he has boarded a caravan heading toward a new town,

Guldun Deepforge |

Guldun signed on to help guard and maintain the caravan
She shoulder's her crossbow and pats the wolf at her side
As she walks by she will acknowledge her fellow travelers with a nod
"Lookin' forward to another uneventful march"

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Bennington Good Good had it, well, good. That is until the destruction of Roslar's Coffer. He'd been a butler in the household of a Taldan gentleman, a retired knight who'd upheld his family's honor by serving with the templars of Lastwall.
Now a refugee travelling in a motley caravan, Mr. Good Good has resolved to keep his spirits up by keeping things civilized. He managed to escape with his livery (more or less intact--the jacket now lacking sleeves though he did manage to save the cummerbund), his white gloves, and a covered serving dish of finest silver.
Regardless of the weather or the caravan's progress on the day, Mr. Good Good sees to it that lunch is served promptly at the noon hour, and that tea is served at half past four. Even a meager repast of trail rations or boiled cabbage seems more wholesome when served with the dignity of a proper meal.
He is unfailingly polite and efficacious and likes to think that good order will be key to seeing the caravan through difficult times.

Vetch |

Fleeing the destruction to the north, Vetch has a way with animals and has been working as a driver and caretaker for the beasts of burden on journey, keeping to himself, although Bennington seems like the sort of fellow that would be worth knowing.

GM MattMorris |

It has been three days since you left Elidir, climbing into the back of one of Bort Bargith’s wagons bound for the faraway Andoran capital of Almas. The smiling caravan master cut your travel cost to only a handful of coppers, so long as you promised to protect the wagons should any trouble arise. Fortunately, your journey through the hinterlands of Isger has been quiet, even if the ride itself has been far from comfortable.
As you broke camp this morning, Bort announced you should arrive at the town of Etran’s Folly by nightfall, and he promised a comfortable bed for the night as a reward for a long day’s travel. The caravan’s teamsters shared a chuckle between them, trading knowing glances and subtle nods, but soon enough you are on the road again, the wagon bouncing and creaking along the uneven trail.
This part of Isger is sparsely populated, consisting of small rural farms and isolated communities. The trail winds its way through the lowlands,
passing along streams and through small forests.
During the course of the journey so far, you've come to know a little about the folks you are traveling with.
Uhtred, despite a startling introduction where they slipped a lizard into your bunk, you've gotten to know the twin brothers Ulf and Olf Redfren. The Ulfen brothers worked for a merchant on Lake Encarthan until the Whispering Tyrant's forces sank their ship, so they gravitated to your story and showed their interest in you the way the do best--by pulling pranks on you at every opportunity. The brothers like to swap clothes and pretend to be each other, but you think you can tell them apart pretty well.
Gulden, your vigilance has earned the respect of Tamli Grent, the caravan's half-orc overseer. As Bort’s second in command, Tamli oversees the other staff and wagons in the train, making sure that all are in good spirits and good working order respectively. She is skilled at handling beasts of burden, but stern with the other members of the caravan. She's brusque with others, but she'll sometimes share a quiet
joke with you.
Bennington, the caravan's old (even for an elf) cook has taken a shine to you. The rest of the caravan just calls him "Cooky," but you've heard Bort call him Talair when the two of them were talking. The only man is missing an ear, and he usually cocks his head to one side when listening intently. The other members of the caravan complain that he's hard of hearing, but you never need to repeat anything to him.
Vetch, Glunda Grapeleaf, the caravan's gnome teamster, was reluctant at first to allow you near "her animals," but soon relented when she saw your connection with nature. She's told you that she trained with druids from the Fangwood, and you've seen her speak to the pack animals enough that suspect that it's true. She almost never talks to anyone other than Tamli and Bort unless absolutely necessary, preferring to sleep near the animals rather than gather round the fire.
Bort Bargith, the caravan's leader, certainly cuts a wide swath. (The dwarf keeps his prodigious beard immaculately trimmed and well maintained. Bort is a friendly, honest merchant, warm and caring toward the members of his crew and polite and courteous to his paying passengers. He can often be found with a mug of ale in one hand and savory food in the other.
As you travel toward Etran's Folly, and promised rest, the dwarf relates a tale of harrowing escape: "You see, we were in the Five Kings Mountains when the caravan was captured by a fire giant. A powerful brute, but not too bright! As I was being lowered into a kettle, I managed to trick the giant, "Dwarves go best with frostbloom, you know!" He dumped it in and frost his lips tight shut when he tasted it. I was able to escape with the entire crew during the confusion!"

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Uhtred son of Utred tries to focus on the tale being told, but his mind keeps drifting back to the latest prank suffered at the hands of the Redfrens. He thinks he has been able to successfully pretend that he is not bothered by them, but he can feel the rage building inside of him.
What kind of garbage is it to think it's okay to be a jerk as long as you follow it with, "just kidding." I don't treat them or anyone like that, so why am I expected to just laugh it off ...
The thoughts continue and his mood slides further into the anger that protects him from more vulnerable feelings, but then he suddenly notices what he is doing. While not following the god of Father Beocca back at Lastwall, the two did strike up a true and deep friendship. As much as Uhtred might hate to admit it out loud, he saw him as something of a mentor, and it was now, after noticing the predictable thoughts he was ruminating on, that he worked to use the meditation skills taught to him by Beocca.
Recognizing the thoughts and gently guiding his focus to the emotions and associated physical sensations he was experiencing in his body, with no goal of changing them, only looking to open to them while letting go of the thoughts, Uhtred slowly felt himself softening and regaining a sense of clarity.
Knowing this would not be the last time he would need to draw upon these skills on the trip (or even the night), Uhtred returned his focus to the story telling and the people around him.

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Mr. Good Good watches as the old cook slops a ladle full of stew into a wooden bowl, splashing a bit on the rim. He cringes as an errant chunk of potato slides down the side of the bowl and falls to the grass.
The butler is always careful to stand beside Talair's good side when he speaks, though never in such a way as to draw attention to it.
Master Talair, please, your job is quite finished once the stew has been prepared. Plating the food is properly done by the kitchen steward, but in the absence of one, I feel it best if I dole out the portions.
In truth, back at Herringfold Manor, the chef de cuisine would plate the food herself, but until the caravanners can be properly trained, it may take a few little white lies to ease the way to decorum.
Mr. Good Good wipes the side of the bowl with his own kerchief and proceeds to carefully dole out excruciatingly precise portions of mutton stew. He places the bowls on the silver serving tray that he managed to save from the manor's ashes and takes them around to the rest of the crew, bending at the waist--back straight, eyes down--to present each guest with their dinner.
Old Bargith had crooked an eye when Bennington told him "I'm quite handy with a carving knife," in answer to the question of whether he could defend the caravan from attack, "But the real value of my service will be felt most keenly at meal times and at high tea."

Guldun Deepforge |

While Guldun listens to the tale, Telly the wolf dozes quietly by her side. Guldun convinced Bort at the beginning of the journey that Telly did not need to be kept with the other animals. She would never admit it, but she was a little jealous when Telly acted so friendly toward Vetch and Glunda.
As Mr. Good Good hands out stew she thanks him and grabs a second bowl for Telly. The smell of the food instantly rouses the wolf from her snooze.
Guldun raises a skeptical eyebrow at the tale Bort spins before them. She will mutter an aside to Tamli.
Well I will say one thing, Dwarves do go well with frostbloom. Counteracts all the hot air”

Vetch |

Vetch tends to sit at the edges of any campfire or gathering, and during the journey he's tried to engage Glunda in conversation, although so far to little effect.
During Bort's story, he is not shy about laughing, although whether it is at the story or Bort's foolishness in being caught in the first place, it is not clear.

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Frostbloom, very good, sir. I’ll have to remember that one., Mr. Good Good says as he takes the last bowl and sits by himself a few feet removed from the inner circle.

GM MattMorris |

Bort urges the caravan on into the evening, promising "soft beds and wonderful fare" when you reach town, but you can hear Ulf (or maybe Olf?!) audibly mutters that, "rooms in Plaguestone are hardly better than the ground outside--and the smell is worse." His brother replies, "At least the beer is cheap."
“Up ahead is Plaguestone,” Keldaran shouts from the front of the wagon. No sooner does the call fade from his lips than it is overshadowed by a series of long, mournful howls emanating from the woods to either
side of the caravan. Moments later, you hear cries of panic as a pack of mangy wolves descends from the forest with teeth bared!
BGG: 1d20 + 4 ⇒ (20) + 4 = 24
Guldun: 1d20 + 8 ⇒ (3) + 8 = 11
Uhtred: 1d20 + 7 ⇒ (16) + 7 = 23
Vetch: 1d20 + 7 ⇒ (4) + 7 = 11
Red: 1d20 + 8 ⇒ (8) + 8 = 16
Blue: 1d20 + 8 ⇒ (7) + 8 = 15
Yellow: 1d20 + 8 ⇒ (5) + 8 = 13
Green: 1d20 + 8 ⇒ (1) + 8 = 9
~+~Combat Round 1~+~
BGG
Uhtred
Red
Blue
Yellow
Guldun
Vetch
Green
Don't worry about any kind of skill check to get out of the wagon. If you want to spend an action to Recall Knowledge on your turn, just let me know and I'll roll it.

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Oh my!, says the goblin, alarmed but still speaking in a tone of calm self-possession.
Mr. Good Good draws a carving knife from the cutlery tray he was polishing, drops down below the sidewall of the carriage as a Hide action, and then, when he's sure the wolf attacking Uhtred can't see him, flings his dagger.
Matt, the CRB says you should make a stealth check in secret. Do you want to do it that way or shall I roll them?
adding proficiency, dex, and subtracting range penalty
1d20 + 3 + 3 - 4 ⇒ (5) + 3 + 3 - 4 = 7
if Hide is successful:
1d3 + 1d6 ⇒ (3) + (5) = 8

GM MattMorris |

I'm still figuring out all the secret checks, but I think it's fine to roll Stealth checks on your own since you won't know what the DC is.

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Seeing the wolves close in on the caravan, Uhtred goes into a rage, picks up his axe from next to him, and leaps (quick jump feat) from the wagon into the fray
1d20 + 7 ⇒ (7) + 7 = 14
if grabbing his axe is an action, then his turn is over, if not, then he will take a swipe at the blue wolf
1d20 + 6 ⇒ (15) + 6 = 21 1d12 + 10 ⇒ (9) + 10 = 19
he has 4 temp Hp, and his AC is now 16 due to rage and the large battle axe

GM MattMorris |

Sorry for the delay, all. Busy week at work.
Alex, I think your 3 actions would be Rage, Move, Draw--so no attack this round.
Bennington's initial attack flies wide of the wolf, and Uhtred jumps between the wagons and danger.
Meanwhile, the wolf that stands in the back of the pack catches your eye. It's muzzle drips with some sort of caustic fluid that sends wisps of smoke up from the gas when it splashes the ground. It raises its head to the sky and lets loose a frightening howl.
Intimidation: 1d20 + 8 ⇒ (6) + 8 = 14
Bennington is a bit shaken by the howl, but everyone else steels themselves and resists the effects. Frightened 1
Two of the other wolves lash out at Uhtred, one moving into position.
blue, bite: 1d20 + 6 ⇒ (7) + 6 = 13 for piercing: 1d6 + 1 ⇒ (5) + 1 = 6
blue, bite: 1d20 + 1 ⇒ (2) + 1 = 3 for piercing: 1d6 + 1 ⇒ (6) + 1 = 7
blue, bite: 1d20 - 4 ⇒ (13) - 4 = 9 for piercing: 1d6 + 1 ⇒ (6) + 1 = 7
yellow, bite: 1d20 + 6 ⇒ (16) + 6 = 22 for piercing: 1d6 + 1 ⇒ (5) + 1 = 6
yellow, bite: 1d20 + 1 ⇒ (18) + 1 = 19 for piercing: 1d6 + 1 ⇒ (3) + 1 = 4
The first wolf misses, but the second takes 2 chunks out of him. Fleas attempt to jump onto the barbarian. Fortitude Save
minute unless they succeed at a DC 14 Fortitude save,
but they can spend an Interact action to scratch away
the fleas and remove the condition.
~+~Combat Round 1~+~
BGG (frightened 1)
Uhtred (-10)Fortitude Save (DC 14)
Red
Blue
Yellow
Guldun
Vetch
Green

Guldun Deepforge |

Guldun runs around the back of the caravan and pulls out her crossbow
She will then direct Telly to provide Uhtred some backup
"Something ain't right about that one" she says about the steaming wolf
Telly runs around and bites at the yellow wolf
Jaws: 1d20 + 6 ⇒ (6) + 6 = 12 for Slashing: 1d8 ⇒ 8

Vetch |

Vetch hops off the wagon and calls the power of the storm, unleashing an electric arc at two wolves. green and blue need to make basic reflex save vs. DC 17, dmg below.
electric arc dmg: 1d4 + 4 ⇒ (2) + 4 = 6

GM MattMorris |

Reflex green: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex blue: 1d20 + 6 ⇒ (4) + 6 = 10
Electricity sizzles through two of the wolves, significantly wounding them. In retaliation, the green wolf gallops up to Vetch and attacks, but misses. Meanwhile, Telly menaces the other wolf, but fails to connect.
jaws: Vetch: 1d20 + 6 ⇒ (4) + 6 = 10 for piercing: 1d6 + 1 ⇒ (2) + 1 = 3
jaws: Vetch: 1d20 + 1 ⇒ (7) + 1 = 8 for piercing: 1d6 + 1 ⇒ (5) + 1 = 6
~+~Combat Round 2~+~
BGG (frightened 1)
Uhtred (-10) Fortitude Save (DC 14)
Red
Blue (-6)
Yellow
Guldun
Vetch
Green (-6)

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BGG will sneak over the side of the cart he is in, then around behind it. He will draw a knife and take cover beside the horses of the other cart.
sneak
1d20 + 5 ⇒ (15) + 5 = 20

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I had to leave this page to check my character, so I lost my fortitude roll, but it was a critical failure, so let me know if that changes things for my turn
Uhtred swings at yellow (that's the one "at the back of the pack" right?)
attack: 1d20 + 7 ⇒ (1) + 7 = 8
Curses due to being the worst he could possibly be at two things in a row, and tries again
attack2: 1d20 + 2 ⇒ (20) + 2 = 22
take that you damnable beast!
damage: 1d12 + 10 ⇒ (5) + 10 = 15 assuming a crit, that would be 30
taking the momentum and trying for a third attack (on blue if yellow is down)...
attack3: 1d20 - 3 ⇒ (9) - 3 = 6

GM MattMorris |

It saves your rolls, Alex, so that 1 was the roll from your Fort save. So, you would have crit the yellow wolf on the first attack. Since you have an action left, do you want to scratch yourself to get rid of the fleas?
Also, red is the one that is dripping acid--sorry, I should have been more clear about that. If you would rather have gone for the pack leader, you could have used your first action to move to him. Either way is fine with me!

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ah, if that was the case, can we say that I left the yellow for the ranger, critted the blue, scratched off my fleas and then moved up to the red? Unless the crit didn't kill the blue, then let's say I attacked again and missed and then scratched off the fleas. How does that sound?

GM MattMorris |

Sounds good. Blue is down.
Bennington skulks behind the wagons and Uhtred strikes down one of the mangy wolves, enraged by the fleas that he scratches from his skin.
With the barbarian in its face, the red wolf once more opens its mouth, but this time a stream of acid spews forth, drenching Uhtred and Telly.
acid: 3d6 ⇒ (4, 5, 5) = 14 Basic Reflex save DC 16
The creature then darts through the underbrush to escape from Uhtred.
The yellow wolf attacks Telly in an all-out wolf battle!
jaws v Telly: 1d20 + 6 ⇒ (13) + 6 = 19 for piercing: 1d6 + 1 ⇒ (6) + 1 = 7
jaws v Telly: 1d20 + 1 ⇒ (8) + 1 = 9 for piercing: 1d6 + 1 ⇒ (5) + 1 = 6
jaws v Telly: 1d20 - 4 ⇒ (4) - 4 = 0 for piercing: 1d6 + 1 ⇒ (3) + 1 = 4
I'm going to say that the fleas don't bother Telly.
~+~Combat Round 2~+~
BGG
Uhtred (-10)
Red
Blue
Yellow
Guldun & Telly(-7)
Vetch
Green (-6)
Battle Map

Vetch |

Vetch likes the result of the first effort, so he'll try again with more electric arc, and then scurry away.
green and red need to make basic reflex save vs. DC 17, dmg below.
electric dmg: 1d4 + 4 ⇒ (4) + 4 = 8

GM MattMorris |

red: 1d20 + 10 ⇒ (19) + 10 = 29
green: 1d20 + 6 ⇒ (3) + 6 = 9
Uhtred hops out of the way, only splashed by the acid. The red wolf jumps away from Vetch's spell with a yip, but the green wolf is not so lucky, and it crumples to the ground.
~+~Combat Round 2~+~
BGG
Uhtred (-17)
Red
Blue
Yellow
Guldun & Telly(-7) Reflex Save
Vetch
Green
~+~Combat Round 3~+~
BGG
Uhtred (-17)

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Uhtred swiftly lumbers after the pack leader and swings away
attack1: 1d20 + 7 ⇒ (4) + 7 = 11
attack2: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d12 + 10 ⇒ (1) + 10 = 11
and his emotional roller coaster continues.

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The goblin butler throws a knife at the pack leader.
1d20 + 6 ⇒ (11) + 6 = 17
1d3 + 1d6 ⇒ (3) + (3) = 6
sneak attack assumes my previous stealth 20 was successful
He then sneaks back around the side of the cart.
1d20 + 6 ⇒ (12) + 6 = 18

Guldun Deepforge |

Telly ref: 1d20 + 6 ⇒ (11) + 6 = 17
Telly will fall to 0
Guldun will grimace as she studies the Yellow wolf, and then fire her crossbow
Precise Light Crossbow: 1d20 + 7 ⇒ (12) + 7 = 19 for Piercing: 1d8 ⇒ 5 and precision: 1d8 ⇒ 4

GM MattMorris |

Uhtred takes a chunk out of the packleader, and Bennington's thrown knife takes the last of its lifeblood. After Guldun's bolt takes the last wolf in the throat, the creature falls and the trail is silent.
Tamli hurries over to you, "Is anyone hurt? We've never been attacked by wolves before. What has gotten into them?"
She gives you a set of healer's tools.
"I know Bort is paying you for protection, but this was a little beyond what we bargained for when we hired you. Keep the kit when you're done. I'm going to check on everyone else."

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unless I misread Vetch’s profile, it looks like Guldun has the highest medicine with a +6, and then Uhtred with a +5. How do you want us to roll this out for healing, Matt?

GM MattMorris |

Guldan should probably do the healing then, if you aren't in a hurry. It's a DC 15 Medicine check to heal 2d8. I imagine she'll want to heal Telly too.

Guldun Deepforge |

Guldun will see to Telly first
medicine: 1d20 + 6 ⇒ (18) + 6 = 24 for healing: 2d8 ⇒ (7, 2) = 9
And then turn to Uhtred
medicine: 1d20 + 6 ⇒ (5) + 6 = 11
medicine: 1d20 + 6 ⇒ (13) + 6 = 19 for healing: 2d8 ⇒ (6, 6) = 12
medicine: 1d20 + 6 ⇒ (6) + 6 = 12
medicine: 1d20 + 6 ⇒ (4) + 6 = 10
medicine: 1d20 + 6 ⇒ (7) + 6 = 13
medicine: 1d20 + 6 ⇒ (20) + 6 = 26 for healing: 2d8 ⇒ (6, 2) = 8
One more for Telly
medicine: 1d20 + 6 ⇒ (5) + 6 = 11 for healing: 2d8 ⇒ (6, 2) = 8
medicine: 1d20 + 6 ⇒ (14) + 6 = 20 for healing: 2d8 ⇒ (8, 2) = 10
90min total, jeeze Louise dice roller!

GM MattMorris |

While you are patching yourselves up, Olf and Ulf take stock of the wagons. Due to your speedy response, none of the people or animals in the caravan were injured, but some of the horses spooked and pulled the front wagon off the trail into a mud pit.
The brothers ask if they could have some help pulling it back onto the trail.
Strength checks to help.
Also, Uhtred gets a hero point from the wolf encounter for charging after the pack leader even when he was badly injured. I don't think that I mentioned it, but everyone should start with 1 hero point as well.

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Uhtred attempts to loosen up as he gets up to help. Not being able to fully help himself, he makes his soreness a little more obvious than he needs to.
str: 1d20 + 4 ⇒ (6) + 4 = 10
which he is extra happy he did as he feels himself give less than a stellar effort.

Vetch |

Vetch does what he can to help.
STR check: 1d20 - 1 ⇒ (10) - 1 = 9
Also, Vetch has the Natural Medicine feat so he can use Nature to treat wounds, and has a conditional +2 bonus if in nature and has access to herbs and such. So that's +7 or +9 with bonus.

GM MattMorris |

Let's see if Guldun or Telly can help with the wagon. We're definitely "in nature" for the purposes of that feat.

GM MattMorris |

The wagon gets moving, but it takes its toll on you--everyone except Bennington is fatigued by the exertion.
Bort thanks you for your help once again and promises to buy you all dinner when you reach town.
Luckily, Etran's Folly is not far--it takes you less than 1/2 an hour to reach town. Olf mentions that you are headed to the Feedbag, the only inn and tavern in town.
Most of the simple wood-and-thatch homes in Etran’s Folly look identical to one another and are in a similar state of disrepair. A number of the houses clearly look abandoned, their roofs collapsed.
As you pass through the middle of town, the wagons go around a large, flat, cylindrical rock standing 2 feet high, with a hole in its center and a bowl-shaped depression off to one side.
When you arrive at the Feedbag, the teamsters head off to secure the wagons for the night and Bort leaves to say hello to some old friends and business people in the village. You're left to explore the Feedbag on your own.
Any questions for the caravan mates? I'll post about the inside of the inn tonight or tomorrow morning.

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Uhtred, too worn out (and embarrassed by being so), asks nothing, simply wanting to get some food and get into a bed.
He is not so foolish as to not listen to the responses to others' questions, though.

Vetch |

Vetch wonders aloud with earshot of several caravan members, "What in tarnation was that large, flat rock we passed?"

GM MattMorris |

The cook answers the goblin, "These little towns are much the same to me. Mostly good folk, though this one hasn't been the same since that plague swept through a number of years ago. I don't need to tell you to mind your manners--your manners will be several steps beyond what these folks have ever seen."
In answer to Vetch's question, Bort launches into the sad story of why many today simply call the town "Plaguestone."
"Ah, that stone is a relic of a sad time. After the Goblinblood Wars, the town suffered terribly from a plague outbreak that killed almost half the population. Etran’s Folly never truly recovered." He pauses to point at the stone. "That marker was once used to safely give food to the sick and dying. Villagers left food at the stone and, in return, the sick placed coins in a hole in the stone, filling the hole with vinegar to cleanse the copper and silver of any trace of the plague."
The dwarf looks thoughtful for a moment. "Half the houses in town are still empty, but the people here are dedicated to the place. I'm sure they'll rebuild. It's just a matter of time."
--------
When you pull up to the Feedmill, a young female halfling runs out and gives Olf (or maybe Ulf?) a solid smack to the shoulder. "You layabout! Have you been taking care of those poor horses?! They look tired. What have you been feeding them?!" The burly man laughs her off, evidently used to this greeting.
"Edra Wyth, you know that Glunda feeds those horses better than Cookie feeds us! You're just mad someone woke you up from your nap in the stables."
Wyth greets Master Bort much more politely and tells him that Delma is inside waiting for him. "And I'm waiting for one of Amora's delicious dinners!" the caravan's leader replies.
When you enter the building, you found you've just beat the dinner rush (such as it is). The only customer is a hulking human man, who's face is crisscrossed with scars. The man is being served food and drink by a small goblin that looks like he is trying to disappear into the floorboards. The server squeaks every time the customer shouts for another drink or plate of food.
A human woman behind stands behind the bar. She looks up from stocking the shelves there and give you newcomers a friendly smile. "Ah, I've been expecting you, Bort. Good to have you back in town!"

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Bennington's blood boils when he sees the brutish man abusing the servant.
How utterly indecorous! Even in the degrading conditions of wage labor, one must observe the unspoken agreement between master and servant.
BGG will try to have a quiet word with the servant out of sight and earshot of the customers.

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Uhtred will follow along with his compatriots, but if he does not see anyone leading the way, he will chose a table close to the brutish customer in the hopes of creating an environment that encourages the man to speak more judiciously to the staff.

Vetch |

Vetch screws up his courage and sits near Guldun, taking a few moments to give Telly some scratches if she'll allow it.