WAIT! Stand by for decision . . .
Damn. I want to roll INT/WIS (whichever does checks against lies/deception) but our mod is 0. Actually . . . a different idea. QM, roll for deception. I want to attempt to convince them that we're part of another outfit that is against the Castamirans. If it works, they'll let their guard down, where we can ask more probing questions (which would be insight), or extract as much information as we can about them and piece it all together ourselves to see if they're truthful.
+1 Let try it.
[Deception:
20+2] Everybody present, the elderly halfling excepted, relaxes a bit at your lie, then tenses back up again as it sinks in further.
"Then... you must be the one from the eastern rebels. We got the message from your commander four days ago, but we didn't imagine you'd get here so soon. A shame about the business out front, but from what we've heard of your methods I suppose we should be thankful you left any of us standing, eh?" She laughs, her nervousness only barely suppressed. "We're all looking forward to seeing you in action, sir. The Emerald Warriors have never been stronger."
[Insight: 14+2] You press the advantage of this newly altered situation, with the Warriors now almost too eager to supply answers to your questions.
"We know of two other cells operating under the Emerald Warrior banner, one inside Fort Dawn and another that's infiltrated the garrison. We're the cell responsible for the lands and roads surrounding Fort Dawn. If we can break the Empire's grip here, their supply lines to the Western Empire zone will be forced to divert to the dangerous northern detour around the Dwarrow Mountains. We report to Benegal, a dwarf we meet just inside the east gate once a week, but I don't know if he's the true leader, a part of the urban cell, or what. I just know he told us to tail a certain patrol in two days, and to ca- to recruit the halfling, for his spell."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.