The Heist - 5e D&D Game
- SuperVaderMan
- Extensively Logorrheic
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Re: The Heist - 5e D&D Game
Veska tenses for a second before casting a hushed "guards!" down at Vatro. She then bolts up the side of the building up to the roof as though it were flat ground, her magic gloves removing any sort of difficulty from the task.
Athletics to climb to Office roof: 1D20+7 = [19]+7 = 26
Athletics to climb to Office roof: 1D20+7 = [19]+7 = 26
- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - 5e D&D Game
Uragh
"Fair. I'll wish you bunch good luck regardless. Maybe you can snag up a spot with some of my better employers now I'll be gone for a while."
"Aye, that'd be grand!"
Not wanting to end the night on a bad note, you put in for a few more hands. But it seems like Tymora is not on your side tonight. Or maybe you're just terrible at poker. Pretty much every hand ends up going to one of the other two, and you lose a further 6cp.
Which leaves you at....4cp more than you started with, funnily enough. Turns out Ricki lost more than you thought. It's not enough to cover those ales you bought everyone, but still...
Veska
Hearing the approaching guards, you whisper a warning down to the elf then scramble the rest of the way up the vines, trying not to disturb the roof tiles too much. Last thing you need is for a guard to notice some falling dust, or get bonked on the head by an errant tile. You hold your breath, waiting for the shout of discovery....but it never comes. The glow of their torch passes without incident, fading as they turn the next corner and begin to circle a separate building.
Seems like the elf managed to hide himself too. Somehow...
Vatro
Completely oblivious to the danger fast approaching, you move over to the basement grate and examine the padlock. It's pretty heavily rusted shut, and you have trouble even locating the keyhole - but once you do, your amazing skills at thievery cause the lock to pop right off!
Ooooor you just got super lucky. Eh, who cares - either way, you're in!
And not a moment too soon, either. As you heave the hatch open and slip inside you happen to catch a glimpse of some guards turning the corner. Let's hope Veska managed to get out of sight...
Once inside, you find yourself in a storeroom of some kind. Boxes filled with what you'd guess are office supplies line the room, alongside a few old chairs and tables. A door on the opposite wall leads deeper into the building.
"Fair. I'll wish you bunch good luck regardless. Maybe you can snag up a spot with some of my better employers now I'll be gone for a while."
"Aye, that'd be grand!"
Not wanting to end the night on a bad note, you put in for a few more hands. But it seems like Tymora is not on your side tonight. Or maybe you're just terrible at poker. Pretty much every hand ends up going to one of the other two, and you lose a further 6cp.
Which leaves you at....4cp more than you started with, funnily enough. Turns out Ricki lost more than you thought. It's not enough to cover those ales you bought everyone, but still...
► Show Spoiler
Hearing the approaching guards, you whisper a warning down to the elf then scramble the rest of the way up the vines, trying not to disturb the roof tiles too much. Last thing you need is for a guard to notice some falling dust, or get bonked on the head by an errant tile. You hold your breath, waiting for the shout of discovery....but it never comes. The glow of their torch passes without incident, fading as they turn the next corner and begin to circle a separate building.
Seems like the elf managed to hide himself too. Somehow...
Vatro
Completely oblivious to the danger fast approaching, you move over to the basement grate and examine the padlock. It's pretty heavily rusted shut, and you have trouble even locating the keyhole - but once you do, your amazing skills at thievery cause the lock to pop right off!
Ooooor you just got super lucky. Eh, who cares - either way, you're in!
And not a moment too soon, either. As you heave the hatch open and slip inside you happen to catch a glimpse of some guards turning the corner. Let's hope Veska managed to get out of sight...
Once inside, you find yourself in a storeroom of some kind. Boxes filled with what you'd guess are office supplies line the room, alongside a few old chairs and tables. A door on the opposite wall leads deeper into the building.
► Show Spoiler
- SuperVaderMan
- Extensively Logorrheic
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Re: The Heist - 5e D&D Game
Veska lets out a held breath, then carefully shifts her bare feet off the roof and climbs back down to the locked window. Time to take another crack at this...
Dexterity (Picking Locks) to enter second-story window again: 1D20+7 = [9]+7 = 16
Dexterity (Picking Locks) to enter second-story window again: 1D20+7 = [9]+7 = 16
- M0rtimer
- Global Moderator
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Re: The Heist - 5e D&D Game
Uragh gives a nod to the others, before stating his intention to retire for the night- Heading up to his own room... Although, before he does, he looks around, seeing if there's any musicians or other panhandlers playing currently...
- Theis2
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Re: The Heist - 5e D&D Game
Vatro will take a quick look for anything that seems valuable or useful before listening to the door and trying to see through any cracks or the like. Seems the adrenaline is still pumping and even with his wood elf magic it is a hard to calm down enough to get a good look around
Vatro perception: 1D20+1D4+6 = [6]+[1]+6 = 13
Vatro perception: 1D20+1D4+6 = [6]+[1]+6 = 13
- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - 5e D&D Game
Uragh
Bidding your new friends goodnight, you retire to your room for the evening. As you go, you scan the bar for any musicians, but unless you count the farmers singing a drunken song about sheep, you're out of luck. You'd probably have a better chance in one of the city taverns - most of the people who come here seem to be looking for a place to sleep or drink, not musical entertainment.
You room ends up being pretty sparse, but not uncomfortable. There's a bed, a window, and....that's pretty much it. It's clean and dry though, so better than a lot of other places you've lived in.
Kytiel and Jax
After plotting how you're going to betray Lucas' trust, the pair of you also decide it's time to get some sleep(?)
Veska
Once the guards are out of sight, you slide back down to the window and have another go at picking it. And this time the lock pops open! Thank the gods...
Inside, you find yourself in what you presume is an office. Lots of desks and chairs and paperwork. Seems you're in the right place.
You also pick up a whisper of magic, at the edge of your range. You think it's in another room on this floor?
Vatro
You scout out the room for valuables, but it mostly looks like junk to you. Not that you're really an expert in office supplies.
Approaching the door you peer through a crack, but see nothing except darkness beyond. If there was a guard inside they'd have a torch, wouldn't they? So it's probably safe...
Bidding your new friends goodnight, you retire to your room for the evening. As you go, you scan the bar for any musicians, but unless you count the farmers singing a drunken song about sheep, you're out of luck. You'd probably have a better chance in one of the city taverns - most of the people who come here seem to be looking for a place to sleep or drink, not musical entertainment.
You room ends up being pretty sparse, but not uncomfortable. There's a bed, a window, and....that's pretty much it. It's clean and dry though, so better than a lot of other places you've lived in.
Kytiel and Jax
After plotting how you're going to betray Lucas' trust, the pair of you also decide it's time to get some sleep(?)
Veska
Once the guards are out of sight, you slide back down to the window and have another go at picking it. And this time the lock pops open! Thank the gods...
Inside, you find yourself in what you presume is an office. Lots of desks and chairs and paperwork. Seems you're in the right place.
You also pick up a whisper of magic, at the edge of your range. You think it's in another room on this floor?
Vatro
You scout out the room for valuables, but it mostly looks like junk to you. Not that you're really an expert in office supplies.
Approaching the door you peer through a crack, but see nothing except darkness beyond. If there was a guard inside they'd have a torch, wouldn't they? So it's probably safe...
- spiderwrangler
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Re: The Heist - 5e D&D Game
Kytiel heads down to secure a room for the evening (and a cursory check in across the room with Uragh). He heads to the employee he spoke to earlier.
"I will... take the nicer room for the evening, please. Is there dinner still available?"
"I will... take the nicer room for the evening, please. Is there dinner still available?"
Games I GM:
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► Show Spoiler
- thinkslogically
- Game Master
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- Location: Florida
Re: The Heist - 5e D&D Game
Aye, Jax will turn in.
Before going to sleep, he'll check the window in his room for squeaks, and then for the best way down should he need to escape that way in a hurry. Old habits die hard.
Before going to sleep, he'll check the window in his room for squeaks, and then for the best way down should he need to escape that way in a hurry. Old habits die hard.
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- M0rtimer
- Global Moderator
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Re: The Heist - 5e D&D Game
Uragh briefly considers just tipping the innkeeper with a piece of gold instead, a subtle display of wealth to tempt the three sods... But decides againt it in the long run. They'd probably think the gold was from his recent employment, after all. Plenty of grunts he could find elsewhere, should it come to that...
Uragh retires for the night... Not before setting something in front of the door to make noise should it be opened, though. Just in case...
Uragh retires for the night... Not before setting something in front of the door to make noise should it be opened, though. Just in case...
- SuperVaderMan
- Extensively Logorrheic
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Re: The Heist - 5e D&D Game
Veska doubts that the bank's sewer plans would just be lying out in the open, but she quickly glances around the room anyway to see if anything looks familiar.
She's much more interested in that faint magical signature, though. She has to see the magical thing directly to know what kind of spell she's sensing, so she'll need to find what room it's in first. Veska finds the door to this room and cautiously works her way through this floor, heading towards the source of magic.
She's much more interested in that faint magical signature, though. She has to see the magical thing directly to know what kind of spell she's sensing, so she'll need to find what room it's in first. Veska finds the door to this room and cautiously works her way through this floor, heading towards the source of magic.
- Dusk9
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- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - 5e D&D Game
Kytiel
After talking to the bartender downstairs, Kytiel is shown to a well-furnished room identical to Jax's. He's also told that they can send some meat and bread up for 5sp, if he's still hungry.
Jax
Before retiring, Jax checks the window for an escape route. He's on the 1st floor, so it's a bit of a drop to the ground, but not too bad. And while the window does creak a little, likely due to the age of the inn, he doubts anyone would notice unless they were listening for it.
Uragh
Uragh has a bit of trouble finding anything to put in front of the door, seeing how sparse his room is. He eventually settles on just using the bed, pushing it across the room easily with his orcish strength. Hopefully the bartender doesn't mind the scratches on the floor.
Or he could bill Jax for the damages. That would work too.
Kytiel, Jax, and Uragh
Their evening preparations complete, the three travellers/thieves finally bed down for the night. And they enjoy a long, restful sleep, with no interruptions.
Except for Jax.
Late into the night, Jax finds himself awoken by a strange noise. It's not particularly loud, but it stands out in the almost complete silence of the deserted countryside. Sitting up, he's pretty sure it's the creaking of a...carriage?
Yep, that is definitely a horse-drawn carriage.
At 3am.
Veska
A cursory glance over the papers on show reveals nothing. Most of it is the dense writing of rich-people letters, or the occasional internal memo? Lots of numbers too, on something you can't even begin to understand.
Not that you really care about that right now. Navigating a couple of dark corridors with ease, you soon arrive at a closed - and locked - office door. A plaque on the wall states that it belongs to the "Head of Merchant Affairs". And the magic is definitely coming from something in the room beyond.
After talking to the bartender downstairs, Kytiel is shown to a well-furnished room identical to Jax's. He's also told that they can send some meat and bread up for 5sp, if he's still hungry.
Jax
Before retiring, Jax checks the window for an escape route. He's on the 1st floor, so it's a bit of a drop to the ground, but not too bad. And while the window does creak a little, likely due to the age of the inn, he doubts anyone would notice unless they were listening for it.
Uragh
Uragh has a bit of trouble finding anything to put in front of the door, seeing how sparse his room is. He eventually settles on just using the bed, pushing it across the room easily with his orcish strength. Hopefully the bartender doesn't mind the scratches on the floor.
Or he could bill Jax for the damages. That would work too.
Kytiel, Jax, and Uragh
Their evening preparations complete, the three travellers/thieves finally bed down for the night. And they enjoy a long, restful sleep, with no interruptions.
Except for Jax.
Late into the night, Jax finds himself awoken by a strange noise. It's not particularly loud, but it stands out in the almost complete silence of the deserted countryside. Sitting up, he's pretty sure it's the creaking of a...carriage?
Yep, that is definitely a horse-drawn carriage.
At 3am.
Veska
A cursory glance over the papers on show reveals nothing. Most of it is the dense writing of rich-people letters, or the occasional internal memo? Lots of numbers too, on something you can't even begin to understand.
Not that you really care about that right now. Navigating a couple of dark corridors with ease, you soon arrive at a closed - and locked - office door. A plaque on the wall states that it belongs to the "Head of Merchant Affairs". And the magic is definitely coming from something in the room beyond.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: The Heist - 5e D&D Game
Jax is on his feet and by the window in only a few seconds (I was about to say he'd have left it part-way open to sleep, but up to you). Either way, he'll push it open a bit just now and see what he can see of the approaching cart; careful to keep himself to the shadows of his room.
Perception: 1D20+6 = [10]+6 = 16
Perception: 1D20+6 = [10]+6 = 16
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: The Heist - 5e D&D Game
Vatro takes the chance and slowly opens the door listening for any reaction as he ventures further into the building.
- SuperVaderMan
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Re: The Heist - 5e D&D Game
This door has a fancy piece of wood put up next to it that says something, only readers-know-what. It must be important, though, if the magic behind this door is anything to go by.
Veska tries to peek through the keyhole to see if she can spot whatever that magic is, or, failing that, she tries to peek under the door. If something immediately beyond the door screams 'Abjuration', she'll back off and think about what to do about a seeming Alarm spell. Otherwise she'll attempt to unlock the door and see what's inside.
Perception and Dexterity (Picking Locks) to enter magic office:
1D20+3 = [7]+3 = 10
1D20+7 = [8]+7 = 15
Veska tries to peek through the keyhole to see if she can spot whatever that magic is, or, failing that, she tries to peek under the door. If something immediately beyond the door screams 'Abjuration', she'll back off and think about what to do about a seeming Alarm spell. Otherwise she'll attempt to unlock the door and see what's inside.
Perception and Dexterity (Picking Locks) to enter magic office:
1D20+3 = [7]+3 = 10
1D20+7 = [8]+7 = 15
- Dusk9
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- Posts: 8012
- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - 5e D&D Game
Jax
Instantly out of bed, Jax peers out his window and through the darkness of night. He picks up the source of the sound easily once it comes into view, the candlelight inside the carriage trickling out through gaps in a heavy curtain.
From what he can see, the carriage is built for passengers, from sturdy wood and metal. Definitely not the kind of thing that would belong to a farmer. The driver controlling the two horses at the front is wearing a thick cloak, probably to protect himself from the night-time chill. From this distance, Jax can't really pick out any defining features.
And as far as he can tell, the driver seems to be ignoring the inn entirely, continuing down the road towards the city.
Veska
Peering through the keyhole, Veska confirms her fears - yep, definitely Abjuration magic. That said, it's not on the door. Whatever is enchanted seems to be on the other side of the room...
Flicking open the lock with practised ease, she slips inside. This office is fancier than the other ones, with a heavy oak writing desk and even some plants in the corner. But the thing which catches her eye is a painting on the opposite wall.
The one with an Abjuration spell on it.
Vatro
Slipping out of the storeroom, Vatro finds the corridor beyond dark and empty. At one end he sees stairs leading up, while at the other more doors. Probably just more storerooms?
Instantly out of bed, Jax peers out his window and through the darkness of night. He picks up the source of the sound easily once it comes into view, the candlelight inside the carriage trickling out through gaps in a heavy curtain.
From what he can see, the carriage is built for passengers, from sturdy wood and metal. Definitely not the kind of thing that would belong to a farmer. The driver controlling the two horses at the front is wearing a thick cloak, probably to protect himself from the night-time chill. From this distance, Jax can't really pick out any defining features.
And as far as he can tell, the driver seems to be ignoring the inn entirely, continuing down the road towards the city.
► Show Spoiler
Peering through the keyhole, Veska confirms her fears - yep, definitely Abjuration magic. That said, it's not on the door. Whatever is enchanted seems to be on the other side of the room...
Flicking open the lock with practised ease, she slips inside. This office is fancier than the other ones, with a heavy oak writing desk and even some plants in the corner. But the thing which catches her eye is a painting on the opposite wall.
The one with an Abjuration spell on it.
Vatro
Slipping out of the storeroom, Vatro finds the corridor beyond dark and empty. At one end he sees stairs leading up, while at the other more doors. Probably just more storerooms?
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: The Heist - 5e D&D Game
All right, Jax will Feather Fall out the window and hurry through the shadows towards the road, trying to move ahead of the carriage and get a better view of the driver as it approaches.
Stealth: 1D20+6 = [11]+6 = 17
Perception: 1D20+6 = [3]+6 = 9
Stealth: 1D20+6 = [11]+6 = 17
Perception: 1D20+6 = [3]+6 = 9
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: The Heist - 5e D&D Game
Vatro decides to check the other rooms in the basement before moving upwards.
Vatro perception: 1D20+6 = [5]+6 = 11
Vatro perception: 1D20+6 = [5]+6 = 11
- SuperVaderMan
- Extensively Logorrheic
- Posts: 6177
Re: The Heist - 5e D&D Game
Veska ponders the painting. Is it the painting itself that's had the spell cast on it, or something behind it? She attempts to sidle up to the wall, trying to see if there's a gap behind the painting and whether it's hiding a safe or something.
She also checks the desk and any drawers it may have for anything interesting.
She also checks the desk and any drawers it may have for anything interesting.
- Dusk9
- Games Moderator
- Posts: 8012
- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - 5e D&D Game
Jax
Gliding out of the window as silently as an owl, Jax hurries to get closer to the carriage before it gets too far. Luckily, the driver has slowed to a crawl, probably to avoid waking the inn-goers. Crouching in the shadows, Jax hears a faint conversation between the man and what he presumes is a passenger - but at this range it's too quiet for him to pick out any details.
Same goes for the man's appearance. All Jax can really tell is that he seems human, or possibly even dwarven judging from his short and stocky stature.
Veska
Examining the painting more carefully, Veska sees that the spell is definitely over and not behind it. So, if it was covering a safe, then going around the painting would actually work. Probably. Assuming she could figure out a way through the solid brick wall without disturbing it.
As she peers at the wall, trying to find signs of this theoretical safe, she also gives the desk a look over. Nothing immediately jumps out at her, but she has the feeling there's more to it than meets the eye...
((Investigation rolls for searching the painting/desk, please))
Vatro
Checking the other basement rooms, Vatro discovers that yes, they are just more storerooms. Exciting!
Moving up the stairs he finds another corridor, lined with more doors. But just as he's about to open the closest, he notices something out of the corner of his eye - a faint flicker of light, coming from the open door at the end of the hall.
Gliding out of the window as silently as an owl, Jax hurries to get closer to the carriage before it gets too far. Luckily, the driver has slowed to a crawl, probably to avoid waking the inn-goers. Crouching in the shadows, Jax hears a faint conversation between the man and what he presumes is a passenger - but at this range it's too quiet for him to pick out any details.
Same goes for the man's appearance. All Jax can really tell is that he seems human, or possibly even dwarven judging from his short and stocky stature.
Veska
Examining the painting more carefully, Veska sees that the spell is definitely over and not behind it. So, if it was covering a safe, then going around the painting would actually work. Probably. Assuming she could figure out a way through the solid brick wall without disturbing it.
As she peers at the wall, trying to find signs of this theoretical safe, she also gives the desk a look over. Nothing immediately jumps out at her, but she has the feeling there's more to it than meets the eye...
((Investigation rolls for searching the painting/desk, please))
Vatro
Checking the other basement rooms, Vatro discovers that yes, they are just more storerooms. Exciting!
Moving up the stairs he finds another corridor, lined with more doors. But just as he's about to open the closest, he notices something out of the corner of his eye - a faint flicker of light, coming from the open door at the end of the hall.
- SuperVaderMan
- Extensively Logorrheic
- Posts: 6177
Re: The Heist - 5e D&D Game
Veska investigates the two points of interest!
Investigation on painting and desk respectively:
1D20-1 = [17]-1 = 16
1D20-1 = [5]-1 = 4
As the painting is the one glowing with Abjuration magic, she ends up focusing her efforts more on that.
Investigation on painting and desk respectively:
1D20-1 = [17]-1 = 16
1D20-1 = [5]-1 = 4
As the painting is the one glowing with Abjuration magic, she ends up focusing her efforts more on that.
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: The Heist - 5e D&D Game
Vatro will stand still watching the light, if it gets closer he'll sneak down into the basement again, keeping an eye out if it is following him.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: The Heist - 5e D&D Game
((Can he tell if the second voice is male or female at all?))
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Dusk9
- Games Moderator
- Posts: 8012
- Location: Somewhere in the British Isles (exact location unknown).
Re: The Heist - 5e D&D Game
Veska
After giving the desk a cursory glance over, Veska decides that it's a perfectly ordinary desk with nothing special about it at all. The painting is a different matter - if she angles her head right, she's pretty positive she sees what look like hinges attaching it to the wall.
Vatro
Vatro freezes, waiting to see if the light gets closer. But it seems as stationary as he is. Judging by the way it flickers, he'd guess it was a small candle flame?
After giving the desk a cursory glance over, Veska decides that it's a perfectly ordinary desk with nothing special about it at all. The painting is a different matter - if she angles her head right, she's pretty positive she sees what look like hinges attaching it to the wall.
Vatro
Vatro freezes, waiting to see if the light gets closer. But it seems as stationary as he is. Judging by the way it flickers, he'd guess it was a small candle flame?
- SuperVaderMan
- Extensively Logorrheic
- Posts: 6177
Re: The Heist - 5e D&D Game
The whole damn painting's a door! Veska decides that does make sense, if she's remembering the Alarm spell right - you can only use it on doors, windows, or a big area.
If she's also remembering right, and she's pretty sure she is, the spell only goes off if somebody touches or enters through the Alarmed thing. Well, a crowbar isn't a somebody, so Veska could crank this thing open and the spell'd be none the wiser, right?
That seems right, at least. She tries to remember if she heard something about this before....
Arcana check to know if crowbar will trigger Alarm spell: 1D20-1 = [1]-1 = 0
Uhh, nope, this is just Veska taking a wild guess! It makes sense, though.
Still... Veska should probably go about robbing the rest of this place before she tries messing with the painting. If she's wrong, it'll be hard to cover up that someone made a beeline for it. And who knows, maybe the bank's sewer plans ain't even in there. This could just be some paranoid nutter hiding something-or-other that the tall-folk worry themselves over.
Veska sets to work looting the desk, then. Just because she's reasonably sure there's nothing special about it doesn't mean there isn't anything of value in there.
If she's also remembering right, and she's pretty sure she is, the spell only goes off if somebody touches or enters through the Alarmed thing. Well, a crowbar isn't a somebody, so Veska could crank this thing open and the spell'd be none the wiser, right?
That seems right, at least. She tries to remember if she heard something about this before....
Arcana check to know if crowbar will trigger Alarm spell: 1D20-1 = [1]-1 = 0
Uhh, nope, this is just Veska taking a wild guess! It makes sense, though.
Still... Veska should probably go about robbing the rest of this place before she tries messing with the painting. If she's wrong, it'll be hard to cover up that someone made a beeline for it. And who knows, maybe the bank's sewer plans ain't even in there. This could just be some paranoid nutter hiding something-or-other that the tall-folk worry themselves over.
Veska sets to work looting the desk, then. Just because she's reasonably sure there's nothing special about it doesn't mean there isn't anything of value in there.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: The Heist - 5e D&D Game
Ok, Jax casts Disguise Self, giving himself the appearance of a fairly short, stocky, human male.
As the carriage comes within range, he steps out in front of it and casts Charm Person as a second level spell against the two speakers as he raises his hands to make them aware he's there, unarmed, and flagging them down.
((They must make a WIS saving throw with DC15. If they fail, they regard me as a friendly acquaintance for up to 1 hour. Neither this nor disguise self are conc. spells)).
► Show Spoiler
((They must make a WIS saving throw with DC15. If they fail, they regard me as a friendly acquaintance for up to 1 hour. Neither this nor disguise self are conc. spells)).
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)