During the rest, Oorr casts Lesser Restoration on Zippy to make sure that any disease is gone. Zippy thanks Oorr checking if there are any parasites between his feathers.
When travelling, Oorr feels a new connection to this place they call Underdark. Despite it being underground, it has its zephyrs and winds and they are speaking to him. And Oorr listen. He keeps eyes and ears, with the help of Zippy, on possible signs and tracks of creatures to discern their presence and numbers, while Hendrix guides them all toward Blingdenstone.
Perception: 13; Survival: 13
When there is a chance to rest, Oorr will inquiry Amanfrey about her knowledge of fiends.
Moreover, once a day, Oorr will attune withthe Underdark and use Primeval Awareness (radius 6 miles), trying to get a link between the signs he finds and the creatures he senses.
Amafrey confesses her knowledge of fiends is limited. She's seen and learned more since joining your group than she can ever have imagined. It must have been providence that had you exploring the whorlstone caverns under Gracklstugh at the time she was investigating the emanations from that obelisk. She hopes to learn more, and somehow help rid the underdark of the evil demon lords, but she's not any good in a fight. She's content now, to float along behind you, learning as she goes.
Grimnir is falling asleep close to Hendrix, being in contact with all these spores left a strange feeling to him. Sharing thought with the myconid, he could feel peace but also sadness. The pain of leaving a well tended grove. The night was full of these; weird image, places he never have been and new smells.
After a long sleep, Grimnir feels something new. Like a link to the nature but much stronger than before. His head is hammering and his skin, a bit itchy, showed upon close inspection a fine powder.
Grimnir walks a bit further from the group, expecting it to be a secondary effect of the spores infection. He extends his hands and to his surprise cloud of green spores burst out of his hand. A green poisonous cloud, that kills instantaneously the rare plants standing in front of him.
“Hey guys, look at what I can do !! This must be a weird effect from the spores” Again Grimnir extended his palms and release a green cloud of poison. “This might come handy”
Grimnir took his sharp sword and poke at his hand. A small drop of blood appears, but after a few minutes, one could see the spore slowly moves and close the wound, “I think they can heal also“. "It seems I can do much more, I’ll have to work on those spores…”Grimnir and sat down and meditate on his new abilities.
During your rest, Hendrix confers with Oorr about the route to Blingdenstone. The Ranger's connection with the Underdark has grown over the last month or two in this deep place, and once Hendrix is satisfied that Oorr can lead the way, the myconid bids farewell and leaves to join Basidia and the rest of the myconid refugees as they go and secure a new grove for themselves, hopefully far from the influence of Zuggtmoy.
You finish a short rest, bringing some relief to your maddened companions, and strike out towards Blingdenstone, once more into the maze of caverns, tunnels, webs, and mystery of the Underdark.
Your party grows smaller as you move town by town through the Underdark. Glabbagool continues to follow you, sliding along the cave floor, though he finds it hard to keep up at times. Amafrey floats happily along, the darkness seemingly not affecting the flumph's mood. Zippy stays ever close to Oorr, who along with Jimjar, Derendil, Eldeth, Grimnir, Belwar, and Valrish, make up the last of those that escaped from the drow prison camp.You hope to find the way home in Blingdenstone, and that hope keeps you putting one foot in front of the other as you trudge through the Underdark.
Thankfully, you've picked up some new skills to make the trudging easier. Oorr's new communion with deep places sees you traveling easily though terrain that would have slowed you down before. Valrish calls upon the Elk spirit to quicken your pace. Grimnir's new spore abilities keep you in good health and well defended. And Belwar continues to add arcane knowledge to his repertoire, and demonic knowledge to his memory banks. What better way to understand madness than to be mad yourself? The rest of the entourage does their part, foraging as you go, keeping watch for common and uncommon pitfalls of the Underdark.
Oorr, based on your conversation with Hendrix, and the speed at which you now travel, you believe it will take around a tenday to get to Blingdenstone, possibly a little longer depending on what you encounter.
As you come to evening of your first day of travel, you begin looking for a place to camp for the night. While scouting ahead, Jimjar finds a strange symbol carved into the rock. But it's one you've seen before.
Recalling what Sarith had told you, this is an old Drow symbol that warns of Demons Ahead. Oorr's primeval awareness distinctly senses fiends in the area, and you all decide to press on a little further before making camp.
On the third day of your travel, Oorr spots a slight movement on the rocks. After a cautious inspection, you find what looks to be a large Octopus, disguised as the stone, and slowly moving across the cavern wall. Were it not for the Aarakocra's keen senses, you would have missed it completely. It does not seem hostile, though you give it a wide berth. It seems content in this natural habitat, hunting for prey that does not spot the "Rocktopus" before succumbing to its tentacles.
After four nights have passed, you turn a corner into a large cavern, the floor of which is churned up in a thick sticky mud. You have no trouble navigating, thanks again to your new found abilities within the Underdark, but as you are traversing it you hear a voice call out.
"Hey! Help! We're stuck over here! You can't just leave us, come on!
Looking in the direction of the voice you see six small greenish figures, stuck in the muck, and struggling to get across. They appear to be going in the opposite direction from you, but without the able guide, they have found themselves in a sticky situation. Approaching closer, you see that they are Goblins, and they are well armed. But they are definitely not going anywhere fast. The voice you heard came from the largest Goblin, who appears to be the defacto leader of their group.
Oorr wants to help the poor goblins. But he first inspects around to see if there are any other threats (Perception 14) and to recognise the sticky mud and how dangerous it is (Survival 17). Eventually, he will pull the goblins out of there, with the help of the party.
Oorr wants to help the poor goblins. But he first inspects around to see if there are any other threats (Perception 14) and to recognise the sticky mud and how dangerous it is (Survival 17). Eventually, he will pull the goblins out of there, with the help of the party.
You see no threats, and the goblins appear to be genuinely trapped in the mud. The mud seems to be created from water seeping into this cavern from the ceiling, draining down the walls, and into the ground. It is very dangerous for exactly the reason that the goblins are stuck, in that it is difficult to cross without proper guidance, which Oorr is able to provide for his group.
As Oorr flies and pick up the goblins one by one out of the mud, Grimnir open conversion with the leader, still with doubts on those creatures. You cannot erase centuries of dwarf-gobelins hate. "Who are you and what are you doing here, in the middle of a mud pool, you little bastards?"
As Oorr flies and pick up the goblins one by one out of the mud, Grimnir open conversion with the leader, still with doubts on those creatures. You cannot erase centuries of dwarf-gobelins hate. "Who are you and what are you doing here, in the middle of a mud pool, you little bastards?"
Oorr sets the leader down on the far side, where Grimnir is waiting. While Oorr heads back for more goblins, Grimnir interrogates him.
"Hey, hey, watch it now. We appreciate the help, but there's no need for name calling. Name's Grazlk. Me and the crew here... we were just, you know, doing some acquisition work in the area and got a little lost is all. You look like a capable bunch, how about you tell us which way to, uh..." The goblin pulls out a map from his pack and consults it before continuing. "Manto-Derith,"he finishes, confidently.
As Oorr sets the remaining goblins down one by one, you see them looking about and shouldering their packs a little more closely.
Grimnir, you notice the goblins packs and belts contain plenty of weapons, ropes, shackles, and other gear. And the gear looks used. You see the stain of blood on an axe edge that wasn't property cleaned and maintained. A few of them look nervously around, trying to hide their bags from your direct line of sight, but you do manage to see one, and it is laden down with treasure. You catch the glint of gems under the flap of a pocket, and gold in another. These goblins have a lot of loot in their possession, and seem to have recently used their weapons. And they don't want you to know that, judging by their body language.
As Oorr sets the last goblin down, the boss turns to him and says, "Well, my feathered friend. Thanks for the lift! Ha! Literally. Here, for your trouble." The goblin reaches in a pocket and pulls out a handful of platinum pieces (10 PP total), and tosses them to Oorr. He tips an imaginary hat, and then quickly turns and heads back the way you came, motioning for his companions to follow, which they do.
(OOG Anyone who wants to can roll a history check on Mantol-Derith, otherwise, let me know what you want to do with the goblins, or if you just want to continue on.)
This post has potentially manipulated dice roll results.
« I’m sorry I spoke like this. In my poor experience, I always problems with goblins.but I’m sure you lots are trustworthy. It seems to me you sank in this mud because you are carrying too much. What are you carrying that is so heavy ? »
« I’m sorry I spoke like this. In my poor experience, I always problems with goblins.but I’m sure you lots are trustworthy. It seems to me you sank in this mud because you are carrying too much. What are you carrying that is so heavy ? »
history : 13
You've heard of this city they're going to, maybe in passing from some Duergar while shopping in Gracklstugh. You know it to be a place for trade among the underdark races, and that it is along the Darklake.
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During the rest, Oorr casts Lesser Restoration on Zippy to make sure that any disease is gone. Zippy thanks Oorr checking if there are any parasites between his feathers.
When travelling, Oorr feels a new connection to this place they call Underdark. Despite it being underground, it has its zephyrs and winds and they are speaking to him. And Oorr listen. He keeps eyes and ears, with the help of Zippy, on possible signs and tracks of creatures to discern their presence and numbers, while Hendrix guides them all toward Blingdenstone.
Perception: 13; Survival: 13
When there is a chance to rest, Oorr will inquiry Amanfrey about her knowledge of fiends.
Moreover, once a day, Oorr will attune withthe Underdark and use Primeval Awareness (radius 6 miles), trying to get a link between the signs he finds and the creatures he senses.
Amafrey confesses her knowledge of fiends is limited. She's seen and learned more since joining your group than she can ever have imagined. It must have been providence that had you exploring the whorlstone caverns under Gracklstugh at the time she was investigating the emanations from that obelisk. She hopes to learn more, and somehow help rid the underdark of the evil demon lords, but she's not any good in a fight. She's content now, to float along behind you, learning as she goes.
Grimnir is falling asleep close to Hendrix, being in contact with all these spores left a strange feeling to him. Sharing thought with the myconid, he could feel peace but also sadness. The pain of leaving a well tended grove. The night was full of these; weird image, places he never have been and new smells.
After a long sleep, Grimnir feels something new. Like a link to the nature but much stronger than before. His head is hammering and his skin, a bit itchy, showed upon close inspection a fine powder.
Grimnir walks a bit further from the group, expecting it to be a secondary effect of the spores infection. He extends his hands and to his surprise cloud of green spores burst out of his hand. A green poisonous cloud, that kills instantaneously the rare plants standing in front of him.
“Hey guys, look at what I can do !! This must be a weird effect from the spores”
Again Grimnir extended his palms and release a green cloud of poison. “This might come handy”
Grimnir took his sharp sword and poke at his hand. A small drop of blood appears, but after a few minutes, one could see the spore slowly moves and close the wound, “I think they can heal also“. "It seems I can do much more, I’ll have to work on those spores…” Grimnir and sat down and meditate on his new abilities.
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Oorr is impressed by the radical change of Grimnir, both in aspect and ability.
"For my feathers, that is impressive, Grimnir! Are you sure you are well, though?"
Grimnir is looking back at Oorr, smiling. "Never been so well actually, I'm ready to go. We must be close to the surface now, no ?"
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
During your rest, Hendrix confers with Oorr about the route to Blingdenstone. The Ranger's connection with the Underdark has grown over the last month or two in this deep place, and once Hendrix is satisfied that Oorr can lead the way, the myconid bids farewell and leaves to join Basidia and the rest of the myconid refugees as they go and secure a new grove for themselves, hopefully far from the influence of Zuggtmoy.
You finish a short rest, bringing some relief to your maddened companions, and strike out towards Blingdenstone, once more into the maze of caverns, tunnels, webs, and mystery of the Underdark.
Chapter 6: Blingdenstone
Your party grows smaller as you move town by town through the Underdark. Glabbagool continues to follow you, sliding along the cave floor, though he finds it hard to keep up at times. Amafrey floats happily along, the darkness seemingly not affecting the flumph's mood. Zippy stays ever close to Oorr, who along with Jimjar, Derendil, Eldeth, Grimnir, Belwar, and Valrish, make up the last of those that escaped from the drow prison camp.You hope to find the way home in Blingdenstone, and that hope keeps you putting one foot in front of the other as you trudge through the Underdark.
Thankfully, you've picked up some new skills to make the trudging easier. Oorr's new communion with deep places sees you traveling easily though terrain that would have slowed you down before. Valrish calls upon the Elk spirit to quicken your pace. Grimnir's new spore abilities keep you in good health and well defended. And Belwar continues to add arcane knowledge to his repertoire, and demonic knowledge to his memory banks. What better way to understand madness than to be mad yourself? The rest of the entourage does their part, foraging as you go, keeping watch for common and uncommon pitfalls of the Underdark.
Oorr, based on your conversation with Hendrix, and the speed at which you now travel, you believe it will take around a tenday to get to Blingdenstone, possibly a little longer depending on what you encounter.
As you come to evening of your first day of travel, you begin looking for a place to camp for the night. While scouting ahead, Jimjar finds a strange symbol carved into the rock. But it's one you've seen before.
Recalling what Sarith had told you, this is an old Drow symbol that warns of Demons Ahead. Oorr's primeval awareness distinctly senses fiends in the area, and you all decide to press on a little further before making camp.
On the third day of your travel, Oorr spots a slight movement on the rocks. After a cautious inspection, you find what looks to be a large Octopus, disguised as the stone, and slowly moving across the cavern wall. Were it not for the Aarakocra's keen senses, you would have missed it completely. It does not seem hostile, though you give it a wide berth. It seems content in this natural habitat, hunting for prey that does not spot the "Rocktopus" before succumbing to its tentacles.
After four nights have passed, you turn a corner into a large cavern, the floor of which is churned up in a thick sticky mud. You have no trouble navigating, thanks again to your new found abilities within the Underdark, but as you are traversing it you hear a voice call out.
"Hey! Help! We're stuck over here! You can't just leave us, come on!
Looking in the direction of the voice you see six small greenish figures, stuck in the muck, and struggling to get across. They appear to be going in the opposite direction from you, but without the able guide, they have found themselves in a sticky situation. Approaching closer, you see that they are Goblins, and they are well armed. But they are definitely not going anywhere fast. The voice you heard came from the largest Goblin, who appears to be the defacto leader of their group.
Oorr wants to help the poor goblins. But he first inspects around to see if there are any other threats (Perception 14) and to recognise the sticky mud and how dangerous it is (Survival 17). Eventually, he will pull the goblins out of there, with the help of the party.
"So," I ask rhetorically, " why are we stopping to save half a dozen goblins?"
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
You see no threats, and the goblins appear to be genuinely trapped in the mud. The mud seems to be created from water seeping into this cavern from the ceiling, draining down the walls, and into the ground. It is very dangerous for exactly the reason that the goblins are stuck, in that it is difficult to cross without proper guidance, which Oorr is able to provide for his group.
Oorr helps the goblins, assuming the party doesn't object. With Zippy's sticky legs and Oorr's flight, it shouldn't be difficult.
As Oorr flies and pick up the goblins one by one out of the mud, Grimnir open conversion with the leader, still with doubts on those creatures. You cannot erase centuries of dwarf-gobelins hate.
"Who are you and what are you doing here, in the middle of a mud pool, you little bastards?"
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Oorr sets the leader down on the far side, where Grimnir is waiting. While Oorr heads back for more goblins, Grimnir interrogates him.
"Hey, hey, watch it now. We appreciate the help, but there's no need for name calling. Name's Grazlk. Me and the crew here... we were just, you know, doing some acquisition work in the area and got a little lost is all. You look like a capable bunch, how about you tell us which way to, uh..." The goblin pulls out a map from his pack and consults it before continuing. "Manto-Derith," he finishes, confidently.
As Oorr sets the remaining goblins down one by one, you see them looking about and shouldering their packs a little more closely.
(OOG Grimnir, please roll an Insight check.)
Insight : 20
OOC: if you feel I can use Guidance then add : 1 ... never mind :)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Grimnir, you notice the goblins packs and belts contain plenty of weapons, ropes, shackles, and other gear. And the gear looks used. You see the stain of blood on an axe edge that wasn't property cleaned and maintained. A few of them look nervously around, trying to hide their bags from your direct line of sight, but you do manage to see one, and it is laden down with treasure. You catch the glint of gems under the flap of a pocket, and gold in another. These goblins have a lot of loot in their possession, and seem to have recently used their weapons. And they don't want you to know that, judging by their body language.
As Oorr sets the last goblin down, the boss turns to him and says, "Well, my feathered friend. Thanks for the lift! Ha! Literally. Here, for your trouble." The goblin reaches in a pocket and pulls out a handful of platinum pieces (10 PP total), and tosses them to Oorr. He tips an imaginary hat, and then quickly turns and heads back the way you came, motioning for his companions to follow, which they do.
(OOG Anyone who wants to can roll a history check on Mantol-Derith, otherwise, let me know what you want to do with the goblins, or if you just want to continue on.)
"Not so fast, goblonids. Where are you from? Where have you been? Please, answer truthfully, my spider friend will catch you if you don't."
« I’m sorry I spoke like this. In my poor experience, I always problems with goblins.but I’m sure you lots are trustworthy. It seems to me you sank in this mud because you are carrying too much. What are you carrying that is so heavy ? »
history : 13
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"Hey look, we don't ask you your business, you don't ask us ours, okay? Okay. See ya, birdo," replies the boss, and they continue walking away.
You've heard of this city they're going to, maybe in passing from some Duergar while shopping in Gracklstugh. You know it to be a place for trade among the underdark races, and that it is along the Darklake.