TaranTheWanderer
Legend
Bump. If we are doing something, someone should execute a plan. Oskar can't help in this endeavor.
5 was changed to, “befriend dogs and get them to leave or hide for long enough that the caravan can’t leave until they find them. “@Neurotic None of the NPCs in the caravan has grey/white hair.
@VLAD the Destroyer @Steve Gorak @Aethmud @TaranTheWanderer
Quick recap of what I think everyone is advocating... Delay Torga's Caravan in order to Long Rest, then engage the caravan after rest... question of how to do this...?
- Create trouble for caravan with the town guard using trickery & disguise
- Sabotage the caravan's sleds
- Steal something from the caravan to make them stay and search for it
- Wet the sled dogs (poison was floated, but some folks seem against them)
- Befriend sled dogs to get them to "strike"
Just some questions on your post for clarity...I'll do the trouble bit, post in about 10 hours. Tell what I need to roll or roll in secret once i describe the actions
Neurotic said:Lumrolur enters "The Blue Clam" ordering a beer quietly and sitting in a corner next to the stairs to the rooms. Leaving for the moment half-drank beer, he quietly slips in the hall above, checking the rooms on both sides of where he saw the guard on the window.
Working quickly through inns lock, he ruffles through few things guards keep for the way and puts a small gem in one of their packs and changes few items in between them and removes some minor item.
Changing then to half-orc form he stomps down the stairs and slams the door open, panting, seemingly in a panic
"OY! THEY FOUND SOMETHIN’ IN MY GEAR — PLANTED IT ON ME! CHECK YER BAGS! THE DWARF’S BEEN ROBBED!" he bellows loud enough for everyone to hear.
So the plan is to lure them indoors and then steal the dogs by having Aric convince them to leave and someone else untie them??@Neurotic I think this is a good place to call for a Deception check, medium DC 15 to get the caravan guards to buy the disguise and go inside The Blue Clam to investigate.
You have the disguise self going and you are guising yourself as a NPC who you've correctly identified as being connected to the caravan crew. However, your disguise is imperfect (too short) and you've mistakenly assumed the type of connection that NPC has the with crew.
If the check fails, they'll go on alert and may expedite departure and/or create immediate complication for Lumrolur.
If the check succeeds, a couple caravan guards will go to investigate...and then your sneaky preparation will kick in (no additional rolls needed).
Uff, that roller does you no favors, does it?This is the plan where guards come to investigate, but if they lose dogs or something else happens during chaos, all the better.
In a totally unrelated vein - 5e disguise self does not grant +10 (PF), +5 or even advantage on the disguise rolls?!?!?!
@Quickleaf - small chance of success, I'll get arrested if the roller doesn't change its ways
neurotic: D20 - 3#lumrolurdeception → 8(11 - 3)#Lumrolur deception