Eldrog, Mercival and Willow - The Beginning
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As the wagons once again begin to move, suddenly a large owl begins screeching and swooping by, causing the first set of horses in the train to balk and stop. The wagoner at the lead of the caravan stands up and tries to swat at it, but the owl is too deft for him and just flies back down the road, back toward Gradsul.
"Sir wizard! You did make it after all! Most welcome, good sir!" Bastion says in an overly loud voice. helping you up, you find a suitable spot in the flatbed area of the wagon, amidst the supplies being transported.
Mercival points at Willow as he embarks Mr Sales' wagon.
Not your day for on-time delivery, it would seem.
As the wagons once again begin to move, suddenly a large owl begins screeching and swooping by, causing the first set of horses in the train to balk and stop. The wagoner at the lead of the caravan stands up and tries to swat at it, but the owl is too deft for him and just flies back down the road, back toward Gradsul.
He swings the crossbow around, aims and just as he is about to fire, the Owl flies to a small little Gnome who is being helped up onto one of the wagons. Eldrog pulls his finger away from the trigger, removes the bolt and eases the string back to rest position.
"Seems the other wagons have a few employees who are unable to wake up on time. Lets hope they do not delay us further."
Eldrog replaces the crossbow to where he had it, turns and checks the surrounding area for any more surprises.
Rolls
Charisma (Persuasion) - (1d20+5)
(6) + 5 = 11
Walking up and down the wagon train, they all seem to be filled to capacity with goods, men or both. The second wagon is the one the gnome climbed into, and there you can see a crossbow-wielding dwarf along with a rather boisterous wagoner who hails the gnome as 'Sir Wizard'.
"Greetings, your most holiness!" he answers to your request. "Bastion Sales, purveyor of fine mining equipment at your service. I've really not room for much more in my luxurious transport, but you are free to join my corporate mage in the back, if you like. Free of cost, of course. These men are in my employ and so entitled to food and drink, but I am afraid i did not plan for more."
Pausing to look over his shoulder at Mellon behind him, he whispers to you over-loudly "But I can assure you a much more pleasant trip." as he tips his cap to the red-haired sourpuss.
Mercival jabs a thumb towards Herford Mellon, Witty banter is fun for only so long when one's opponent is unarmed.
But I jest. Rao blesses your generous spirit, good sir.
Mercival traces a heart symbol in front of him with two fingers.
I am Mercival and some also call me The Voice of Rao. It is my great pleasure to aquaint myself with so noble a personage as yourself, Bastion Sales. Did you know that in my faith, Bastion is the name of one of our holiest saints? Bastion the Twice-Martyred they call him. Were he here to see your hospitality towards a humble man of the cloth he would surely call you blessed among men.
Mercival looks over Willow and Eldrog. What say you two then? Might I retain your services once we reach Seaton?
Eldrog nods at this new gentlemen and goes back to keeping watch.
And you, sir gnome? A wise man knows what road he will take once he comes to the end of the one he currently walks. Are you wiser than your dwarven associate here?
As for myself, I am on a mission from the Archclericy, though more than that I'm not at liberty to say. Not all see the light of reason, sadly, and His Grace, the Canon, has many enemies at home and abroad. Suffice it to say, however, that is why I require the service of a few souls skilled in the application of force.
Not that violence should be required, mind, the presence of bodyguards would merely be necessary to dissuade hostility. Perhaps it's just as well you're not interested, sir gnome, you are not the most intimidating specimen I've seen. In any case, it's a long journey, we may as well introduce ourselves so I needn't continue calling you sir gnome and sir dwarf. It's your turn if I'm not mistaken.
The first day is a warm one, with the breeze continuing throughout the day, pushing clouds across the sky in random patterns until the dark oranges and purples signal the setting of the sun beyond the horizon. The wagoners find a suitable stop to stop for the evening, and by the time the sun has fully set the animals have been unhitched, cared for and a trio of large campfires lit.
Two of the wagons, besides yours, have men-at-arms as well, a total of 5 including Eldrog and Willow. The night promises to be cool, though the wind lessens, and while Luna and Celene both shed some light (Luna near-full, while Celene - The Handmaiden - is slightly more than a sliver) the cloud cover increases making the night darker.
Rolls
perception (Willow) - (1d20)
(17) = 17
perception w/ advantage (Canterfree) - (1d20+3, 1d20+3)
1d20+3 : (13) + 3 = 16
1d20+3 : (18) + 3 = 21
And you, sir gnome? A wise man knows what road he will take once he comes to the end of the one he currently walks. Are you wiser than your dwarven associate here?
As for myself, I am on a mission from the Archclericy, though more than that I'm not at liberty to say. Not all see the light of reason, sadly, and His Grace, the Canon, has many enemies at home and abroad. Suffice it to say, however, that is why I require the service of a few souls skilled in the application of force.
Not that violence should be required, mind, the presence of bodyguards would merely be necessary to dissuade hostility. Perhaps it's just as well you're not interested, sir gnome, you are not the most intimidating specimen I've seen. In any case, it's a long journey, we may as well introduce ourselves so I needn't continue calling you sir gnome and sir dwarf. It's your turn if I'm not mistaken.
As the days carriers on, Eldrog continues his duties. When they stop for the night, Eldrog walks the perimeter of their camp and clears away any low lying brush that could mask somethings approach. He then lays down his bed roll and gets ready for the night. Speaking with the other guards, he offers to take the mid watch.
Rolls
Perception - (1d20)
(7) = 7
The night passes in relative quiet, though at one point Canterfree notes that the guards on watch are a bit uneasy with the forest sounds coming in the night. While the company of others can be calming, the pitch blackness that is the interior of the Dreadwood can break the will of the stoutest heart, and tonight the fell beasts seem to be out in force.
Be that as it may, the night passes without incident and in the morning the camp breaks and just after sunrise you find yourselves on day two of your trip. The sky remains overcast, more that had been the previous day, but the weather holds until you reach the small fishing town of Sanduchar toward the end of the day. The city of 5,000 is walled, and has a small port where no more than three ocean-capable vessels can dock. Numerous fishing boats line the northern piers, however, and a pair of large warehouses dominate that district.
Passing through the open gates, the wagoners pull themselves into a stable area. The first wagon, led by a man you have come to know as William Gaines, looks to be unloading as well loading goods. The rest, however, merely make arrangements to park their wagons until it is time to be off once again.
The last wagoner, Herford Mellon, slowly walks past your wagon and all but stares a hole in Mercival's chest before turning and walking into town. "Good day to you, too, sir Mellon!" Bastion calls out, hopping off of the wagon. "The night is yours, fellows! First light we make for Seaton. Try not to get scooped up by the Hands!" he says as he, too, heads into the city proper.
I will be going to have a good hearty supper, I will return afterwards and spend the night with the wagon.
Eldrog starts walking away and stops a local resident. Excuse me, could you point me in the direction of a tavern that serves a great meal or at least a very good one?
William Gaines, an aging, common-looking man with peppered brown hair pulled up under a loose cloth cap, turns to face you. In his youth he must have had severe acne, as his sun-dried face is now pock marked and covered in sweat. He stops pulling a sack of grain from the back of his wagon and wipes his face with a cloth.
"Aye, yer lerdship, th Silent Hands 'r' a group yer not werntin' ta be knowin'. Cutthorts th' lot o' 'em, sooner take yer liver as ta speak wit' yer. Rogues n ruffians th' lot o' erm." he says, his nasally voice whistling as he speaks. Pausing to see if you have anything further, he once again begins to tug at the sack of grain.
The man you stop looks to be a warehouse worker of some sort, engaged with your and other wagons as they load and unload goods from the large building near where you all stopped. He nods in greeting, pointing toward town "Prolly wanna see Barristers. My fav'rt place, any who. Good food, good drink, good gaming. All a feller could be wantin'."
Mercival leans in close to William and affects a sad, concerned expression, The Sea Princes have been raiding coastal villages and leaving many orphans among the simple fisherfolk. My church wishes to establish an orphanage there and your help could mean that fewer orphans will go hungry. So when I say the gods will look kindly upon your virtue should you help me, tis no mere conjecture, I know it to be true!
Rolls
Deception (Charisma) Check - (1d20+5)
(18) + 5 = 23
The man stops once again, a bit of a grimace on his face at being interrupted yet again. "Plenty o' goods nerdin' th' sellin' tween heres n theres." Gaines replies. "Like here, see, I'r be gettin seed fer th' horses 'n' th' like. Plenty need or that, right? So's fer yer eminernces notin', p'raps yer good wit' ther smithin'. Hear there's good smithin' there but more work'n workers, eh?"
Mercival wanders off and tries to find a smithy. Along the way, Mercival thinks back to the days when he was a filth-covered laborer and wonders how others may have perceived him back then. Never again... he vows under his breath.
Mercival's goal is finding a smithy that specializes in cheap, mass produced work-related goods like iron nails for fishing boats and horseshoes and the like.
Rolls
Investigating (Intelligence) Check - (1d20)
(20) = 20
The man you stop looks to be a warehouse worker of some sort, engaged with your and other wagons as they load and unload goods from the large building near where you all stopped. He nods in greeting, pointing toward town "Prolly wanna see Barristers. My fav'rt place, any who. Good food, good drink, good gaming. All a feller could be wantin'."
When he finally arrives, he steps inside quietly and has a good look around. Checking to see the exits and the type of crowd present. After a moment of watching, he will look for either a corner table or a place at the bar to watch the majority of the room.
"Barkeep, I would like a tankard of your finest ale and a nice plate of you specialty please."
Rolls
Perception walking in town - (1d20)
(10) = 10
Perception inside the Barristers - (1d20)
(2) = 2
The town seems similar to other towns of its size, with townsfolk going about their daily business, the watch on patrol in groups of three of four men - all bearing the Keoish insignia on their armor or shield - and merchants conducting business both in and out of their establishments.
Barristers seems to be a rowdy tavern, crowded, with folks of all sort making up the clientele. You are able to find a spot at the bar, as all tables are already occupied. One area off to the left appears to be corded off, with various bouts of gambling going on. Cards, dice, darts, all being used by patrons as ways of making or losing their hard-earned coin.
On the far side of the room, away from the bar, a low stage has been set up and there is a young girl performing some sort of a stomping dance while a pair of minstrels drum and lyre in time. The tavern is loud, a vast difference from the quiet of the road and it takes a few minutes for you to adjust to the smoky air and thrumming noise.
The barkeep acknowledges you, his face a mass of thick, weed-like hair that hangs from his nose to his belly, completely hiding his mouth. His head, however, is shaven, and almost completely covered in tattoos. His arms, like his head, are heavily tattooed as well. After a few moments wait, a foaming mug of ale and heaping plate of stew appear before you.
After finishing, he turns towards the barkeep "So what do I owe you for this delicious meal good sir?"
Either way, eh heads back to the wagon, sets up his bedroll underneath and keeps watch until it is time for sleep.
Rolls
Perception to see if followed - (1d20)
(5) = 5
The anvil is fairly large, but more impressive is the huge bellows at the back, where a pair of you apprentices leap up to pull it down, release it, then leap yet again, forcing blasts of air into the area. From outside you can feel the heat, as a thick dwarf works a chain pulley, causing a kiln to tip over and dump its liquefied metal onto several metal trays lying along the flat of the anvil itself. Quickly the metal pours over the area, as he smooths away the excess with a metal trawl, the droppings getting caught in grooves that run along its sides.
Satisfied with what he sees, he finally looks up to see you there, and he gives you an acknowledging nod of the head. Walking over, hew removes a pair of worn, leather gloves and wipes his hands on his smock.
"G'day t' tinz, priest. What'r ya be needin' this fine day? Best o' the city, so yinz come t' the right place for sure." he says, his dwarf accent thicker than his waistline.
"Oy be Hilgo; Hilgo Bandylegs. Yinz got a title for yinszself, sir?"
Everything seems in order,a s you take a final look around the wagons and supplies that you have been contracted to guard. With a final eye, you settle in for the night.
A single tear rolls down Mercival's cheek as he mentions the suffering children.
Thus as part of our outreach, we seek to assuage this suffering by providing those children in Seaton orphaned by the chaos a place to be safe, fed, and cared for. I require crates of iron nails enough to construct the building, tools, hinges, that sort of thing.
I know that you have a business to run, good Master Bandylegs, but I've limited gold and whatever discount you could provide would mean more food for starving children. I'm certain they would keep you in their prayers every day were you to bless our endeavor with a virtuous price.
Mercival goes on to describe how much space is available in William Gaine's wagon and get prices on creates of goods enough to fill that space.
Rolls
Persuasion/Deception Check - (1d20+5)
(12) + 5 = 17
Hilgo rubs his chin in thought, eyeing you intently as he ponders your proposal. "Oy, I'm uff concern for th' pebbles what be forced ta be livin' wit'out thar kin, that be for shore." he says, a slight grin. "Hows many buildins ya be makin' for th' orphanes? Figger it be near 12,000 nail per buildin', what take 'round 800 a pound, makin' it some 15 pound per buildin'."
Pausing, he then says "Metal ain't cheap, priest, as I'm shore ya kin figger. Normal price be 10 silver 5, a pound, which give a total cost o' round 16 gold for the lot. Course, that's fore th' priestly discount we be havin' now. Say, half-off the lot?"
Mercival counts out 8 gold lions and 1 silver hawk to give to Hilgo, and one extra hawk so that I may borrow one of your apprentices for a short time, sadly I've not been blessed with strength enough to carry crates filled with iron! I shall require assistance to bring these to the caravansary where my party's wagons are kept and load them.
"The bargain be struck!", the dwarf says, spitting into his hand and reaching it toward you.
A- as you say, Master Bandylegs...
Mercival directs the nearest apprentice to pick up the goods and follow.
I shall not require your apprentice for long.
Mercival leads the apprentice back to the wagons. If the container(s) are small enough to not be in the way, Mercival will just stow them on Bastion Sales coach where he can keep an eye on it. Otherwise he'll have it loaded onto William Gaine's wagon.
Though he grimaces at you, Gaines agrees to let you store your "worthless" nails on his.
Mercival spends the rest of this time napping in Bastion's coach and snoring rather loudly.
Your tasks for the evening completed, food and drink warming your bellies, you settle in for a quiet night's rest. In the safe confines of the Sanduchar walls, you quickly doze, only to be bothered almost immediately by the rising sun. The wagoners are already up and about, making themselves ready to depart once the gates open.
The clouds are gathering overhead, giving a hint that rain might come, and the thrumming of tree frogs is still loud in the early light.
"Good day, fellow travelers!" a cheerful Bastion greets you as he checks over the supplies in his wagon. "Pray the weather holds, and we should be in Seaton in a couple of days! Exciting times indeed! I hear the port is second to none, and I cannot wait to set up trade there."
"I am going to eat breakfast. Join me?" he asks, turning and departing without waiting for an answer.
Why yes, I believe I will join you for breakfast before suffering trail rations today. He gives a smile and follows Bastion off to get breakfast.
Ah, just a moment good sir! Mercival nearly trips on his way out of the coach to hurriedly catch up with Bastion.
You did say breakfast, did you not? I shall be delighted to join you and break my fast with some morning victuals. I've spent too long in coarser company recently to permit such an opportunity to pass me by. Like that unctuous addle-pate of a church brother that hosted me in Gradsul. He had the gall to insinuate that I were some sort of... profligate voluptuary... or some such nonsense! Mercival throws his hands up as if the mere notion were completely exasperating.
Bastion stops quickly, looking back at Mercival as he runs to join him and Eldrog. Looking at his dwarf man-at-arms, he whispers "Translate?" before smiling and half-waving to the priest. Turning slowly, he once again heads toward an eatery.
Eldrog laughs and continues to walk towards the eatery.
Leading the way, Eldrog notes that Bastion leads you passed Barrister's Digs to the building next door, Feather's House. Entering, he finds a table and hails a server. "Three full breakfasts, please. With coffee, strong, mine with a hint of cinnamon. Pork, not beef, and extra creamy butter." he rips off quickly.
Before anyone can speak, he adds "Oh! have you any drake tail? Is it even that season? If not, goat milk instead, please."
Oh and in lieu of coffee, might I have some cardamon tea? You do have that in this kingdom don't you?
Kardm... karadom... what tea, sire? the server looks at you quizzically, her hair already falling from its ribbons though it is early yet. She then adds "Not sure 'bout no teas like that, but grey an' black we got for sure, if his lordship would like."
Turning to Eldrog, she adds "And you, sir dwarf? Somethin' to fill your belly as well?"
Eldrog looks around the room and keeps an eye on the door while they wait for their food and while they eat.
Are you sure your on the correct wagon train? We seem too primitive for your tastes. Eldrog smiles as he pokes a little fun.
Are you expecting trouble today Eldrog, second son of Akar from the North of Haven Hill?
As you get comfortable, well, as comfortable as a hard-backed wooden chair of questionable quality can be, you take stock and note that most of the clientele here seem to be of the fisherman or merchant variety. There is a mixture of races, though humans dominate the breakfast crowd, and the servers are hard pressed to keep up.
Still, it is cozy and clean, and soon your food is delivered. It is plentiful and hot, just the thing to start your morning.
Eldrog turns and picks up his mug of coffee and takes a drink. Enjoying the feel of the steaming liquid as it flows down into his stomach. He wonders if this Half-Elf with such a great job afterwards really knows of the dangers of the world.
So, Eldrog fifth born and third son of Akar, is it? I thought it was Eldrog second son of Akar from the North side of Haven Hill? Is your mother named Akar as well? Or perhaps second son of Akar from North of Haven Hill is merely an alias? I must say it's not a very imaginative one, you shall never escape your creditors that way. Mercival takes a thinly sliced bite of the pork on his plate and nods approvingly.
Perhaps that is why you are looking for enemies behind every bush and outhouse? If that's the case you should not be so quick to turn down paying work. One gold lion per day for bodyguard work once we reach Seaton, please consider it Master Eldrog, I shall not make the offer a third time.
Eldrog turns towards his plate and begins to eat his breakfast. The extra bacon that was ordered, he scarfs down quickly, before touching the rest.
When done, Bastion looks to you both. "Well, shall we be off my friends? The longer we sit the less money to be made, eh? And I mean to make as much money as I can!"
Mercival waits until Bastion leaves and then approaches the locals he had previously overheard. Peace and love, blessed spirits. Mercival makes a vaguely religious-seeming gesture with his hands. Forgive me, shining ones, I could not help but overhear your earlier conversation as I was sitting at a nearby table. I provide counsel to those who do battle with the demons of compulsion and dependency. Is there anything more you can tell me of these... vapors you mentioned? I should like to speak to these Seatonites making it and guide them toward a more righteous path.
After reaching the Wagon, Eldrog checks his equipment then goes over the wagon. Again, checking tiedowns, crates and the wagon itself to ensure nothing has been messed with. After that, he watches the people around him to see if the caravan is being watched a little more closely than normal.
Rolls
Perception for anyone watching - (1d20)
(8) = 8
Investigation to check the wagon and equipement - (1d20)
(3) = 3
The wagons look as you left them, and you can see that the other wagoners are making ready to depart as well. Beyond that, it all appears as a normal morning, with fishermen and farmers making their way to the markets and shops of the city.
Mercival
The men at the table sit and blink at you, as if you had caught them red-handed doing some illicit deed. "Uh. Well. See, yer lordship. Well, don't fink they'll be needin' service o' the gods, nosir. Spect they're danglin' in th' noose by now. King's men don't take well t' those what brew poisons 'n' th' like, eh?"
The men at the table laugh at the thought of the criminals dangling on a rope, making gestures as if they were hanging, eyes bulging and tongues waggling before erupting into a raucous laughter and drinker their morning mead. When they calm down, they just look at Mercival as if their conversation were over.
With that, Mercival makes to leave and head back to the wagons.
As you reach the exit, you hear the group erupt into laughter yet again.
As you reach the exit, you hear the group erupt into laughter yet again.
You hear screams from inside, as one of the men at the table apparently see your ghostly apparition, and you walk away to the sounds of more raucous laughter from those around him. Making it back to the wagon train, you see everyone is ready to get underway, and take your place (I assume) among the goods in the back of Bastion's wagon. Seated up front is Eldrog, ever ready to engage any naer-do-wells that might seek to assault the wagons.
Moonday, 3 Planting 591CY
With a lurch, the train begins again and within a short period of time the samll town of Sanduchar is behind you and the Coast Road to Seaton before. The day remains cloudy, the breezes light, and the ocean to your left brings the smell of salty brine as you make your way south.
Conversation is light and sporadic, with the scenery changing little save for the occasional opening of the trees to give spectacular views of forested glens or islands on the ocean's horizon. In front is Gaines, alone in his wagon, and behind is Herford and his. The three wagons creak loudly as they rock lightly back and forth, almost hypnotic in its nature. It is a true relief of boredom when you all finally stop for the night in a tiny hamlet called Rawnis.
There is not even an inn here, though the tavern provides decent fare, made even better as Bastion agrees to pay the tab for dinner a few drinks. Sleep comes quickly, and Bastion and Gaines agree that by the following evening you should reach Angler as long as you leave early enough.
Godsday, 4 Planting 591CY
An uneventful night sleeping in a makeshift camp outside of town leads to an uneventful breakfast, and then into yet another uneventful day. This day is cloudy, the sky giving signs that it might be a day of rain, but for the first half it holds with just a light breeze with occasional gusts of a stronger variety.
Midday brings the first respite of boredom, when up ahead you see that Gaines is pulling his wagon to a stop. A tree partially blocks the road ahead. When the wagon stops, you see him suddenly throw his hands up, as a pair of men come out from behind some shrubs, one of them leveling a crossbow!

Rolls
Thieves' Initiative - (1d20+1)
(2) + 1 = 3
William Gaines Initiative - (1d20-1)
(12) - 1 = 11
Herford Mellon Initiative - (1d20)
(19) = 19
Bastion Sales - (1d20+3)
(2) + 3 = 5
Mercival removes the belt his rapier in its sheath and lays it down on the floor of Bastion's wagon. And then raises his hands so the bandits can see he's not holding a weapon.
I'm unarmed, gentlemen! May I step down from the wagon so that we may parlay? You wouldn't harm a man of the cloth, would you?
Rolls
Initiative - (1d20+3)
(12) + 3 = 15
Whispering to Bastion Well Sir, depending on what this fool and Mr. Gaines does, you may have two wagons of goods come end of this day.
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Look, gentlemen, I'm afraid you've made a terrible mistake, but luckily for you I'm going to give you a chance to unmake it. I'm not really a priest, I represent a very powerful player in the criminal underworld. He has sent this wagon train disguised as rather dull looking commoners with a religious leader guiding them to pick up a quantity of Dream Mist from Seaton that he's arranged for. If you continue with this ill advised plan of yours, you'll make enemies of two very powerful groups. There will be no place safe for you, I'm afraid. We've had a bit of a setback lately with a small number of our local contacts getting themselves caught, but rest assured gentlemen, what remains here is more than enough to deal with the likes of you two. And if not, my boss will send some very powerful and very skilled people to investigate. Now, if you'll permit us to be on our way, we can let you get to waylaying the next wagon.
Rolls
Persuasion check - (1d20+5)
(12) + 5 = 17
You notice one of the bandits flits an eye to his right, your left, before saying (albeit a little hesitantly). "Got no cause t' be killin' a man o' faith, your lordship. Jus' had over th' coin an' any jewels ya be carryin' and we'll be on our way. Now the rest o' you kindly step down outta them wagons so we's can get a closer look, eh?"
Eldrog
Gaines complies, slowly climbing off to the left of his wagon, as does Mellon in the rear wagon. (Though Mellon appears to be trying to conceal a weapon behind him.) Turning to you, Bastion whispers "Well, my trusty sell sword, what are the odds that these two are alone in their efforts? Dare we risk their ire? or do you feel it better we acquiesce?"
Eldrog grabs his shield and Mace and climbs down off the wagon. He turns towards the woods to his left and watches for any sign of movement, while keeping his shield arm facing the bandits.
Rolls
Percepton watching woods - (1d20)
(13) = 13
1 action
Range/Area:
30ft.
Components:
V, S, M(holy symbol)
Duration:
Concentration, up to 1 minute
Attack/Save:
WIS 13
A creature of your choice that you can see within range is overcome by contrition and falls to their knees weeping if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
The bolt whizzes right past Mercival's ear, nearly removing his earlobe before burying itself into the wagon.
"Now then. Liek I's told ya already. lest ya wanna lose yer lives as well, I said move away and let us at the wagon's and toss yer coins into a neat little pile over there." he adds, pointing to the fallen tree by the road.
Rolls
Bandit DC 13 WIS save - (1d20)
(16) = 16
Bandit Crossbow attack - (1d20+3)
(16) + 3 = 19
Bandit Crossbow damage - (1d8+1)
(5) + 1 = 6
Mercival returns to Bastion's wagon, climbs in, and puts his sword-belt back on. Welp, that's my whole bag of tricks, I'm afraid. You're up son of Akar. Go get em! I'll support you from here, don't worry!
You scan the surroundings quickly, judging the distance to the hidden bandits. From your perspective, all 6 of the men are in range of your crossbow.
Also, this map is prior to Mercival returning to the cart.

Rolls
Sleight of hand - (1d20+5)
(12) + 5 = 17
Moving quickly, shielded by the distance, Gaines and the wagon wheel, you are able to stash most of your coin in a spot under the bags and crates. You hope that it is good enough to avoid being found, but you are fairly sure that, based on the laughter of the bandits after your nicking, that you did so unseen.
Current initiative
Mellon 19
Eldrog 18
Mercival 15
Gaines 11
Bastion 5
Bandits 3
"Come! Look and see! I'll even show ya where the good stuff is!" he taunts. Not amused, the bandit looses another bolt. The bolt strikes the wagon wheel, and Mellon barely flinches. He reaches to grab it, and snaps the shaft, tossing it to the ground.
"Let's get this done, then." he says with a grin, bringing his sword to bear. The bandits look at one another for a second, and the speaker draws his blade and begins moving toward Gaines.
Rolls
Bandit Crossbow attack on Mellon - (1d20+3)
(7) + 3 = 10
Bandit Crossbow Damage to Mellon - (1d8)
(2) = 2

Jumping from the wagon, the dwarf moves to take cover behind the large rock to his right. Others in the woods, both sides. Six in all, as far as I can tell, he calls to the rest of the company.
Rolls
Eldrog Crossbow attack on Bandit #1 - (1d20+3)
(1) + 3 = 4
Eldrog Crossbow damage to Bandit #1 - (1d8+1)
(5) + 1 = 6
The gates of the abyss swing wide for your iniquitous soul, heathen!
Rolls
Castigate Sinner damage - (1d4)
(2) = 2
The bandit grabs at his skull, screaming in pain as the horrific visions flood his mind.
Rolls
Bandit DC 13 WIS save - (1d20+0)
(3) = 3
The bandit grabs at his skull, screaming in pain as the horrific visions flood his mind.
The blade flies wildly, and the approaching bandit laughs as the old man misses badly. His eyes go wide however, as he stumbles backward, looking down at his chest. A crossbow bolt lies buried in him. With a last glance upward, his mouth open in a silent cry of pain, he drops to his knees then falls over, lifeless.
"Our coin won't be so easy, lads! Come get it!" Yells Bastion, already reloading his crossbow. With a series of yells, more bandits come charging out of the woods to either side. A total of 5 of them, now that their speaker is down.
Rolls
Gaines Attack on Bandit #1 - (1d20+0)
(3) = 3
Gaines Damage on Bandit #1 - (1d6)
(5) = 5
Bastion Attack on #1 - (1d20+5)
(8) + 5 = 13
Bastion Damage on #1 - (1d8+3)
(6) + 3 = 9
Bandit Actions
Bandit 1 DEAD
Bandit 2 Crossbow attack on Gaines
Bandit 3 30' MOVE towards wagons
Bandit 4 Crossbow attack on Mellon
Bandit 5 30' MOVE, short word attack on Mellon
Bandit 6 30' MOVE toward wagons
Rolls
Bandit 2 Crossbow attack on Gaines - (1d20+3)
(14) + 3 = 17
Bandit 2 Crossbow damage to Gaines - (1d8)
(7) = 7
Bandit 4 Crossbow attack on Mellon - (1d20+3)
(17) + 3 = 20
Bandit 4 Crossbow damage to Mellon - (1d8)
(3) = 3
Bandit 5 short sword attack on Mellon - (1d20+3)
(18) + 3 = 21
Bandit 5 short sword damage to Mellon - (1d6)
(6) = 6
A second bolt likewise pierces through Mellon's right leg, and as he grabs the wagon in pain, the first bandit to arrive sticks him with his shortsword. Mellon cries out in pain once again, but manages to bring his own blade to bare against the brigand.

Rolls
Mellon Short Sword Attack on #5 - (1d20+3)
(12) + 3 = 15
Mellon Short Sword Damage to #5 - (1d6)
(5) = 5
Rolls
Eldrog Attack on Bandit #6 - (1d20+5)
(5) + 5 = 10
Eldrog Damage to Bandit #6 - (1d8+5)
(3) + 5 = 8
Your profligate soul shall be the plaything of archdemons!
Rolls
Castigate Sinner damage - (1d4)
(4) = 4
The bandit snarls at your feeble attempt to make him a repentant sinner, and renews his attack on Eldrog!
Rolls
Bandit 6 Save vs Castigation - (1d20+0)
(20) = 20
Stepping out to get a better angle, Bastion fires another bolt, this time at the bandit confronting Eldrog. The bolt hits the man right in the neck, and he spits out blood, staggering backward. Not dead, but he clutches at the shaft sticking out of him, the blood flowing freely from him.
Rolls
William Gaines Sword Attack on #2 - (1d20)
(2) = 2
William Gaines Sword Damage to #2 - (1d6)
(2) = 2
Bastion Attack on #6 - (1d20+5)
(11) + 5 = 16
Bastion Damage on #6 - (1d8+3)
(6) + 3 = 9
Bandit Actions
Bandit 1 DEAD
Bandit 2 Dagger attack on Gaines
Bandit 3 Sword Attack on Eldrog (disadvantage due to 1/2 cover)
Bandit 4 Dagger attack on Mellon
Bandit 5 DEAD
Bandit 6 Staggering back to the woods (Eldrog gets AOO)
Rolls
Bandit #2 Attack on Gaines - (1d20+3)
(20) + 3 = 23
Bandit #2 Damage on Gaines - (1d4+1)
(4) + 1 = 5
Bandit #3 Attack on Eldrog (Disadvantage) - (2d20+3)
(1715) + 3 = 35
Bandit #3 Damage to Eldrog - (1d6)
(3) = 3
Bandit #4 Attack on Mellon - (1d20+3)
(19) + 3 = 22
Bandit #4 Damage to Mellon - (1d6)
(6) = 6
Eldrog AOO on Bandit #6 - (1d20+3)
(12) + 3 = 15
Eldrog AOO damage to Bandit #6 - (1d8+5)
(4) + 5 = 9
Even with this severely wounded comrade and a horse half-blocking Eldrog, one of the bandits manages to slice down his arm with a short sword. The damage is not bad, but in retaliation Eldrog catches the gurgling bandit just as the man turns to flee. With a heave upward then down, the dwarf hits the bandit on the back of the head, his skull caving in and the body collapsing, dead before he hits the ground.
Off to the right, Mellon is engaged with the other crossbow bearer, who likewise pulls a dagger out to stick the red-haired wagoner. With a cry of pain, Mellon, too, collapses to the ground, his body not moving as the bandit reloads his crossbow.
Fight or flee, boy! Eldrog challenges as the man tries to hold his ground.
Rolls
Eldrog Attack on Bandit #3 - (1d20+5)
(15) + 5 = 20
Eldrog Damage to Bandit #3 - (1d8+5)
(2) + 5 = 7
Rolls
Castigate Sinner damage vs Bandit 2 - (1d4)
(4) = 4
Healing Word on Herford Mellon - (1d4+3)
(3) + 3 = 6
Rolls
Bandit Wis Save DC 13 - (1d20+0)
(10) = 10
Another one fallen, the bandits turn to flee, deciding that your group is not worth the effort. As they do, Eldrog gives a parting swing at the one near him, and Mellon jerks back up to his knees and looks to cut the legs out from under the man before him, as well.
As if guided by the hands of the gods, both men strike true, felling the bandits before they have a chance to get away. Mellon, in particular, takes a few seconds to make sure the bandit is dead, cleaving his head from his shoulders, taking it and throwing it into the nearby woods with a banshee-like cry.
Rolls
Bastion Crossbow attack on Bandit #2 - (1d20+5)
(11) + 5 = 16
Bastion Crossbow damage to Bandit #2 - (1d8+1)
(4) + 1 = 5
Eldrog Flail attack on #3 - (1d20+5)
(7) + 5 = 12
Eldrog Flail damage on #3 - (1d8+5)
(8) + 5 = 13
Mellon attack on #4 - (1d20+3)
(18) + 3 = 21
Mellon damage on #4 - (1d6+1)
(6) + 1 = 7
Get over here, son of Akar! Help me put pressure on this wound while I bandage it! You'll be alright, Sir Gaines, our antagonists have been dispatched. You shall make a full recovery I expect, bravely fought, young man. You as well, Sir Mellon.
I... I know we've gotten off on the wrong foot the other day, but I called upon the gods to save you, and save you they did. They would not have pulled your soul back from the brink of the hereafter if they did not have a greater purpose in mind for you, so I believe it is divinely ordained that we be allies instead of enemies. It seems we shall have to depend on one another, after all.
Once everyone is up and around, Mercival will casually inspect the bodies for valuables.
Rolls
Investigation check to search the bandits - (1d20)
(12) = 12
Persuasion check to make peace with Herford Mellon - (1d20+5)
(12) + 5 = 17
You find that you are too late for Master Gaines, as the bandit thrust his sword through his chest and out of his back. The old man has died. Herford eyes you with a steely glare, before your words sink in. His anger seems to temper itself, and he nods to you in acknowledgement of what you did for him.
Quietly, he hefts Gaines' body and places him carefully into the back of Gaines' wagon. Bastion, somber for the first time you have known him, says "Your pay has been earned, priest, as well as you, my faithful arms man. The heroics of this man shall be recorded in song, so no one will again judge the bravery of our elders." pausing, he then asks "Do either of you have skill with wagoneering?"
Mercival considers how the last words he spoke to William were thinly veiled mockery. He experiences a moment of sadness and regret before Bastion's words break him from his reverie. ...I will drive Gaine's cart. I've been watching him, how difficult could it be?
Mercival recovers his gold from the hiding spot then hands a share of the bandits' coin to each man who fought them. 2 gold, 4 silver each to Eldrog, Bastion, and Herford, keeping 2 gold and 3 silver for himself. He throws the bandits weaponry into William's cart and steps to the front to greet the draft horse.
Your old man didn't make it. I'm your new coachman, it seems, so don't make me look foolish, OK? Mercival gives the horse some feed from the cart and pats its mane, then climbs into the coachman's seat and prepares to depart.
Rolls
Animal Handling check to bond with William's horse - (1d20+1)
(9) + 1 = 10
It takes you a bit of time to get accustomed to working the reins, but you manage well enough as you all once again head along the coast road toward Seaton. The remainder of your trip is sullen, but uneventful, as you pass through the dwarven settlement of Waverock and the human fishing towns of Angler and Splitrock. By the end of the fourth day, you and your small wagon train arrive at the city of Seaton.
Seaton is a military town through and through. At the close of the Great War, King Skotti of Keoland ordered an increase of his naval presence in this area in an effort to ward off the slaving ships of the Hold of the Sea Princes. As such, the traditionally fishing and farming community has seen itself change, growing ever larger to support the burgeoning militia presence. Her East gate stands open, and you can see the bustling of trade going on even as you wait your turn to be inspected, cataloged and taxed by the towns guard.
When all is said and done, Bastion seeks out a place to host your wagons for the night, leaving you to whatever tasks you wish to accomplish. It's a good thing you arrived, too, as the sound of thunder can be heard to the east, and thick, dark clouds are visible.
Bastion, Herford, Akar-son. I know you're all tired but we can't be dragging William's remains all over hell's half acre. I shall bring him to the local place of worship and see that the old man is properly interred. If any of you would care to attend the ceremony, meet me there in two hours time and I shall have made the preparations.
Mercival heads to the church/temple/whathaveyou and inquires as to the price of basic funerary services.
Rolls
Investigation Check - (1d20)
(3) = 3
The primary deities here in Seaton seem to be water-god related, with a medium-sized temple dedicated to Procan located down near the port. Others you discover are dedicated to Merikka, Atroa, Sotillion Wenta and Telchur the agriculture and gods of the seasons. While St. Cuthbert is worshiped, there is no formal edifice dedicated to him here in the city.