Because you all rescued the elvish boy, you all gain inspiration. You can note this in your character sheet and trade it for the usual bonuses anytime:
- Before making an attack roll, saving throw, or ability check, spend your inspiration to gain advantage on that roll.
- Whenever you want to do something special, something you normally could not do, you can offer to spend your inspiration to do it. This may be a favour of a deity or character you know or you suddenly have the right item at hand to solve a problem... You can be as creative as you want, but in the end, I decide what is possible or not.
All of you, exept Valdas, are on your way to the home of the Roaringhorn family. Allie described it as a "swanky mansion that is way too big for the few people that live in it". You make your way through the towns central square with the prominent black statue of a stallion. As you head for the eastern road, you pass by some stores and some pretty expensive looking houses. As the houses to the side of the road get fewer, you think that you must have missed the mansion, but suddenly a huge house with an upper floor and two even higher towers comes into view. This must be the mansion, and Allie did not lie when she said that it was big!
The frontyard is framed by flowers and small bushes. Many hours of work must have been spent to keep the fronyard in such good shape. Not a single blade of grass peeks over the stone path leading to the entrance portal. Behind the house, you can see wide fields of grassy land with some trees here and there. A lonely stable, probably for the horses, is located behind the house, too.
Hopefully someone of the Roaringhorn family is at home...