Grimnir replies: “You’ve got a deal. We’ll take care of your wagon. Any particular person we need to deliver it to ?”
then telepathically to Glabbagool: “my friend, it seems again you will spook a lot of people in the city. I’m sorry to ask, but would you be able to wait outside? Once we know the way to the surface, we’ll try to contact you again”
Glabbagool responds that he understands. He will keep his distance, scout the outskirts of the town, and perhaps be able to find information on a tunnel that leads to the surface world. Pickshine seems okay with this, and sends you with one of his miners who will drive the cart.
You travel down a well worn path towards the outer edges of the city. You continue to get odd stares, some obviously upset, from deep gnomes as you approach. You see a team of deep gnomes guiding some cave badgers to dig tunnels in the rock. They seem to be digging gems or some other form a of crystal from the cavern walls. Other than the rude stares, you dont' encounter any of the trouble that Pickshine made mention of.
Towards the end of the day, you see a massive stone wall rise in the distance. It's a natural formation rising from floor to ceiling, in the front of which is a large stair case that goes up to a gate made of steel and inlaid with a silvery material that seems to glow slightly. Your cart driver guides the cart to the left of the stairway, and motions for everyone to get off or make room. He guides the cart into a corral at the base of the stairs and secures a chain to the cart. He gives a whistle and the chain pulls tight, pulling the wagon up a steep slope by the stairway. Again he motions for all of you to follow and you travel up the stairway itself.
The stairway is designed for small feet, so those of you larger than a deep gnome have some difficulty climbing it. You manage as best you can and reach the gate at the top. You notice a large Earth Elemental pulling a chain fist over rocky fist until your cart joins you.
A guard captain, followed by eight deep gnome soldiers greets you at the top of the stairs."Ah, overlanders, hmm? Not from around here, hmm?"He looks to Belwar and Jimjar."Don't recognize you two either, but we get all kinds here in Blingdenstone, hmm. Well, state your business." At this point, your wagon driver goes up to the guard and hands him a note, which the guard captain reads. After a minute, he says,"Ah, ores and minerals from Pickshine, hmm? Good good, we'll get the cart where it needs to go. He says you're looking for a way to the overworld, hmm? Escaped from some drow prison camp, hmm? Well, we don't care for the drow here, do we boys?!"At this, you here several grunts and approving voices from his guards. "So is this true?"
Grimnir approaches and once Oorr has finished talking he adds: "And my name is Grimnir, Greatings. We have been also asked to place what was left of one of your fellow to a resting place, a gnome named Pelek. A strange request but we have but one word and we will do as we promised. Also, we have met two scientists and they directed us to Kazook Pickshine and the The Foaming Mug. Would you be kind enough to give us direction?"
The guard captain quirks an eyebrow at Oorr. "No demons here, but there is madness about. Strange creatures keep popping up around town. Sometimes oozes, and some talk even of strange rat creatures. You best keep your eyes peeled." Then turning to Grimnir. "Kazook, yes, you'll find him in the Trader's Grotto. He handles gem sales, appraisals, and the like. Deals with ores, and is kin to Dasco, who vouches for you in this here letter. As for The Foaming Mug, that's where you can find some room and board. Tappy will take care of you. She seems to have a liking for your overlanders. Can't say why, exactly. Watch yourselves. If I smell any funny business, you'll be tossed down a mine shaft before you know it! Alright, enough talk, let's get the wagon through. One of my guards here will escort you to the Foaming Mug, but before that, you'll need to see the Diggermattocks."
He nods to the guards, who make room for the wagon to pass as the gate is raised. Your cart driver leads it through, and one of the guards steps forward to lead you all through the gate, and into Blingdenstone.
After passing through the gate, the cart driver bids you farewell, and the cart is taken down an elevated path to the West. The guard assigned to you tells you to follow him and you trek down a long narrow hallway, open at the top. You make several strange turns, and notice guards looking down on you. You switch back a couple of times, and even have to squeeze through a narrow part of the passage way (the deep gnomes fit through just fine) before coming to another large gate. This maze appears to be a deterrent for anyone attacking and entering the town (Area 3).
After the maze, you pass through a gate into a tunnel flanked by two stone towers embedded in the cavern walls (Area 4). The gate is lowered and raised by deep gnomes in the towers, who watch for a signal from your escort. After passing through the tunnel, you end up in a busy central hub, known as the Reception Hall (Area 5). There appears to be a guard barracks here (Area 6) that your escort checks in with, and then proceeds to lead you further into town.
As you walk, you can see by the dim light of lichen and moss covering many of the walls. Where the lichen thins, there are cages of giant fire beetles that help light the path. Many interconnected tunnels criss cross and wind there way around. It would be very easy to get lost here. You see tunnels and holes stretch up above you as well as in every direction. You continue north into what looks like a trade area. The guard lets you know this is the Traders' Grotto, which the captain had mentioned. You don't have time to stop now, but make a mental not to try and return later.
From the Grotto, you turn East, and pass by a large stone temple (Area 8). Your escort explains that this is the Ruby in the Rough, a temple dedicated to Segojan Earthcaller, the svirfnebling god of deep earth and nature. Glyphic Shroomlight is a young acolyte of the Earthcaller, and runs the temple. There are catacombs beneath. Again, you do not have time to stop, but this seems like the place Pelek was looking to be laid to rest. Perhaps you should talk to Shroomlight later.
Further East, you keep walking. You pass a staging area (Area 10) where several deep gnomes and their cave badgers are guarding a barricade that prevents anything from the North East entering. Your guard escort calls out to one of the deep gnomes, asking for an update. The deep gnome, Sark Axebarrel, replie, 'Oi, keep yer distance. A medusa was spotted lurking beyond the way in the Rockblight. We 'aven't the gnome power to deal with her now, but we'll try and hold the barricade should she come this way. Tell yer captain we could use some reinforcements!"
The guard mentions that the Rockblight has been a source of several headaches that have been stretching the soldiers thin, but you had best keep moving. You double back now, Southwest, into what looks like a residential neighborhood (Area 12). Families, and smaller children can be seen going back and forth, traveling to the heart of the city and back. A little gnome girl runs past you. "Mommy! Mommy! I saw the ghost!" The little girl's mother scolds her, "I told you not to go near that old leatherworker's house, you understand?" Somewhat deflated, the little gnome nods her head.
At last, the guard leads you to what seems to be your final destination. A large hall like cavern. in the Eastern wall of the city (Area 14).
Two dozen or so svirfneblin occupy this well-lit cavern, some moving briskly with messenger pouches in hand while others huddle around several stone tables covered in maps and other papers, talking in hushed, serious tones. The back of the room is dominated by a dais carved from the rock of the cavern, atop which rest two stone desks facing each other. Two svirfneblin — one male, one female — sit behind the desks, conferring with advisers and each other. They turn their attention to you as you enter.
Your guard escort bows, and introduces the two gnomes as the Diggermattocks, Dorbo, and Senni, leaders of Blingdenstone. They thank him, and he returns to his post at the front gate.
"Well, well," says Dorbo, "Please to meet you overlanders. We hear you have quite a story to tell, and we beg you indulge us in telling it again. Anyone who ain't a friend of the drow ought to be a friend of the svirfneblin, I always say."
"Please to meet you. I am Oorr of the Star Mounts. My friends and I were taken prisoners from the drow. We didn't know each other at that time, but we bounded since we escaped. All of that is minor compared to what we have discovered: the Underdark is overrun by demons, even demon lords. It feels like a rupture between the planes and madness is spread out from pockets of faerzress."
"Please to meet you. I am Oorr of the Star Mounts. My friends and I were taken prisoners from the drow. We didn't know each other at that time, but we bounded since we escaped. All of that is minor compared to what we have discovered: the Underdark is overrun by demons, even demon lords. It feels like a rupture between the planes and madness is spread out from pockets of faerzress."
"Yes, well demons and madness is good and terrible, that's for sure, but we got our own problems in Blingdenstone to worry about. You're welcome to stay, and Tappy will take care of you, ain't no mistake. But we aren't a trusting folk, so you best keep a low profile. Try not to stir up any more trouble than we already got." says the female gnome.
"Now, now, Senni, be nice, these folk have been through a lot," comforts Dorbo, before turning back to the group. "She's not wrong though. Between the Pudding Court and this wererat problem, Blingdenstone is in a spot. I'm not sure I have anyone to spare to help you find a way home, or learn more about these demons. You're welcome to stay, of course. I'm sorry we can't do any more for you."
"Well, what if we can help you with your problems, would you be able to help us find our way home?
Now, we are quite strong adventurers. I'm sure people would pay large sum of money to hire us. I lost track of the creatures we slayed..."Griminir start counting on his fat fingers. "Let's see... I think there was one shambling mount, some gricks, ghosts and specters, demons, some beholders, a chest that tried to swallow us, giant mushrooms. We also met a demon called Demo....grogo...something and survive." Grimnir looks at Belwar for help with the name of the demon. "Not everybody can say that..."
"What I mean is: point us in the direction where your problems are, we can resolve them.... and then when everything is a bit more peaceful, you could maybe help us ? What do you say.... "Grimnir pauses and says not sure on how to call this gnomes. "Your highness ?"
"Oh, just Dorbo is fine. Senni and I technically lead the city, but it's a job as any other. You'd really be willing to help us? It does sound like you are quite accomplished, though as we were saying, the problems here are quite numerous. We've been doing our best to get back on our own feet after the wars, and we're finally making headway. What do you say, Senni, should we let them help?"
Senni looks suspicious at first, but gives a begrudging nod to Dorbo after she scrutinizes everyone's faces.
Dorbo continues, "It's settled then. We really appreciate the assistance, and maybe once things settle down, we can afford to have someone help you find a way to the surface, or learn more about these demons you speak of."
After a few more pleasantries, Dorbo and Senni relay to you two areas that they think they could use the most help in.
The first is the growing ooze problem in the city. Senni explains that oozes and puddings have been spotted more frequently around the city (and could be the reason Glabbagool received such a cold welcome). She believes that there is something in the Northwest parts of the city (Area 28-30), a monster, or some magic, that is causing the increased ooze activity, and will happily reward you for any information as to what is going on.
Dorbo then tells you of a wererat problem. Apparently there are a group of wererat deep gnomes who inhabit the city (Area 23-27). Dorbo would like to seem them eliminated or run out of the city to make room for new housing. Senni believes they have a right to live in the city, as they are descendants of deep gnomes. Here the two argue a bit back and forth. With a heavy sigh, Dorbo finally pleads with you to find the wererat clan and see if you can parley with them. They've been territorial and defensive, and not allowing anyone into the Western sections of the town, but they might be willing to speak with outsiders. A report from you on the situation will help determine what the best course of action is for the wererats and the city itself.
They end the conversation by suggesting you keep an ear out for others who may need help. There's a lot going on in the town, and any assistance you can provide will help the view of the deep gnomes towards you grow more friendly, and provide more resources for researching demons, and routes home. They then give you directions to The Foaming Mug (Area 16), where Tappy Foamstrap can give you room and board for your stay here.
(OOG Let me know if you have any further questions or anything for the Diggermattocks, otherwise we'll continue on to the Inn.)
"Dorbo, I heard one of the guards mentioning a medusa lurking nearby. Despicable creatures, I knew of one leading an Earth Elemental Evil cult not far from the High Forest. We could take care of it as well. Also, one of the kids mentioned seeing a ghost. Not sure if that is true or important. Related to that, we need to put at peace the soul of one of yours, a fellow named Pelek. He was brutally killed, is there someplace where we can bury what remains of him?"
"Dorbo, I heard one of the guards mentioning a medusa lurking nearby. Despicable creatures, I knew of one leading an Earth Elemental Evil cult not far from the High Forest. We could take care of it as well. Also, one of the kids mentioned seeing a ghost. Not sure if that is true or important. Related to that, we need to put at peace the soul of one of yours, a fellow named Pelek. He was brutally killed, is there someplace where we can bury what remains of him?"
"Oh my, well isn't that honorable of you," says Dorbo. You see Senni's face soften as well. "Yes, you can take the remains to Glyphic Shroomlight at the Ruby in the Rough. You may have passed it on your way here, it's hard to miss."
"Now, we are quite strong adventurers. I'm sure people would pay large sum of money to hire us. I lost track of the creatures we slayed..."Griminir start counting on his fat fingers. "Let's see... I think there was one shambling mount, some gricks, ghosts and specters, demons, some beholders, a chest that tried to swallow us, giant mushrooms. We also met a demon called Demo....grogo...something and survive." Grimnir looks at Belwar for help with the name of the demon. "Not everybody can say that..."
"The demon lord was Demogorgon, the chest was a mimic, and the so-called beholders were merely spectators."
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
"I thank you both. We will find a way to be of service."
After leaving the throne room, Oorr will commune with the Underdark. He needs to know what are we dealing with.
You commune as you walk, reaching out with your senses to the Underdark caverns around you. You sense Elementals. Not surprising given that the svirfneblin utilize elementals in their digging and there are natural inhabitants of the underdark as well. You sense fiends, which, while alarming, does not surprise you. There has been a strong sense of fiends everywhere in the underdark. You sense something new as well, some form of Abberation is also inhabiting these halls. That one, at least, gives you pause.
You take your leave, having agreed to help in any way you can, in hopes that you might get some help in return to escape this place, and the drow that pursue you.
You are led away to the Foaming Mug, which is a large housing unit set in the Southeastern walls of the city. You notice as you enter that the doors and rooms are suitable for medium sized creatures, unlike most of the buildings you've seen so far. It has high windows and tall ceilings. You enter into a taproom, empty of any patrons. A single female deep gnome is running around, setting up tables with napkins and silverware, as if expecting a large crowd at some point later on. When you enter, she calls over her shoulder without looking, "Aye, you're all off work early, aren't ya? Most of the folk won't be here for a few more hours yet." Then turning, shes sees you,, startles, and drops a glass to the floor which shatters.
She quickly sets to picking it up, grabbing a broom and dustpan from behind the bar and sets to cleaning the mess up. "Oh! Pardon me, I wasn't expecting overland folk. You are from the surface, yes? I mean, this one's got wings! How mighty fine you all look! Come come, sit. You'll be needing rooms, and that ain't a problem being as the place is empty."She laughs at her joke as she takes the gathered glass away to behind the bar, dumping it in a trash bin. "Come, sit, have a drink! First one is on the house. All I need is a story. Are adventurers? What fantastic beasts have ye fought?"
Before you've barely started talking to her, she has mugs of Darklake Stout on the counter, and calls to the back to order up some food. "We haven't got much, but we do have some items from the surface. Would anyone like a a fine mutton chop? Perhaps a salad of the non fungal variety?"
Before long, food from the surface is in front of you, intoxicating you with it's aroma. Tappy arranges rooms for you in the upper quarters, and let's you know that you have a few hours before the rush of gnomes, fresh off of work in the mines and caverns, stop in for the evening meal at the taproom. "It's a good place to meet some folk and hear the local gossip, if you like to stay. Might take some time for them to warm up to ye, but I'm sure ye'll make a fine impression."
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"Ley the winds blow our wings, then!"
Grimnir replies: “You’ve got a deal. We’ll take care of your wagon. Any particular person we need to deliver it to ?”
then telepathically to Glabbagool: “my friend, it seems again you will spook a lot of people in the city. I’m sorry to ask, but would you be able to wait outside? Once we know the way to the surface, we’ll try to contact you again”
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
Glabbagool responds that he understands. He will keep his distance, scout the outskirts of the town, and perhaps be able to find information on a tunnel that leads to the surface world. Pickshine seems okay with this, and sends you with one of his miners who will drive the cart.
You travel down a well worn path towards the outer edges of the city. You continue to get odd stares, some obviously upset, from deep gnomes as you approach. You see a team of deep gnomes guiding some cave badgers to dig tunnels in the rock. They seem to be digging gems or some other form a of crystal from the cavern walls. Other than the rude stares, you dont' encounter any of the trouble that Pickshine made mention of.
Towards the end of the day, you see a massive stone wall rise in the distance. It's a natural formation rising from floor to ceiling, in the front of which is a large stair case that goes up to a gate made of steel and inlaid with a silvery material that seems to glow slightly. Your cart driver guides the cart to the left of the stairway, and motions for everyone to get off or make room. He guides the cart into a corral at the base of the stairs and secures a chain to the cart. He gives a whistle and the chain pulls tight, pulling the wagon up a steep slope by the stairway. Again he motions for all of you to follow and you travel up the stairway itself.
The stairway is designed for small feet, so those of you larger than a deep gnome have some difficulty climbing it. You manage as best you can and reach the gate at the top. You notice a large Earth Elemental pulling a chain fist over rocky fist until your cart joins you.
A guard captain, followed by eight deep gnome soldiers greets you at the top of the stairs. "Ah, overlanders, hmm? Not from around here, hmm?" He looks to Belwar and Jimjar. "Don't recognize you two either, but we get all kinds here in Blingdenstone, hmm. Well, state your business." At this point, your wagon driver goes up to the guard and hands him a note, which the guard captain reads. After a minute, he says, "Ah, ores and minerals from Pickshine, hmm? Good good, we'll get the cart where it needs to go. He says you're looking for a way to the overworld, hmm? Escaped from some drow prison camp, hmm? Well, we don't care for the drow here, do we boys?!" At this, you here several grunts and approving voices from his guards. "So is this true?"
"Yes, we are just looking for a way back to our homes. I have to ask: have you had any troubles recently with demons and... unusual madness?"
Grimnir approaches and once Oorr has finished talking he adds:
"And my name is Grimnir, Greatings. We have been also asked to place what was left of one of your fellow to a resting place, a gnome named Pelek. A strange request but we have but one word and we will do as we promised.
Also, we have met two scientists and they directed us to Kazook Pickshine and the The Foaming Mug. Would you be kind enough to give us direction?"
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
The guard captain quirks an eyebrow at Oorr. "No demons here, but there is madness about. Strange creatures keep popping up around town. Sometimes oozes, and some talk even of strange rat creatures. You best keep your eyes peeled." Then turning to Grimnir. "Kazook, yes, you'll find him in the Trader's Grotto. He handles gem sales, appraisals, and the like. Deals with ores, and is kin to Dasco, who vouches for you in this here letter. As for The Foaming Mug, that's where you can find some room and board. Tappy will take care of you. She seems to have a liking for your overlanders. Can't say why, exactly. Watch yourselves. If I smell any funny business, you'll be tossed down a mine shaft before you know it! Alright, enough talk, let's get the wagon through. One of my guards here will escort you to the Foaming Mug, but before that, you'll need to see the Diggermattocks."
He nods to the guards, who make room for the wagon to pass as the gate is raised. Your cart driver leads it through, and one of the guards steps forward to lead you all through the gate, and into Blingdenstone.
For reference.
After passing through the gate, the cart driver bids you farewell, and the cart is taken down an elevated path to the West. The guard assigned to you tells you to follow him and you trek down a long narrow hallway, open at the top. You make several strange turns, and notice guards looking down on you. You switch back a couple of times, and even have to squeeze through a narrow part of the passage way (the deep gnomes fit through just fine) before coming to another large gate. This maze appears to be a deterrent for anyone attacking and entering the town (Area 3).
After the maze, you pass through a gate into a tunnel flanked by two stone towers embedded in the cavern walls (Area 4). The gate is lowered and raised by deep gnomes in the towers, who watch for a signal from your escort. After passing through the tunnel, you end up in a busy central hub, known as the Reception Hall (Area 5). There appears to be a guard barracks here (Area 6) that your escort checks in with, and then proceeds to lead you further into town.
As you walk, you can see by the dim light of lichen and moss covering many of the walls. Where the lichen thins, there are cages of giant fire beetles that help light the path. Many interconnected tunnels criss cross and wind there way around. It would be very easy to get lost here. You see tunnels and holes stretch up above you as well as in every direction. You continue north into what looks like a trade area. The guard lets you know this is the Traders' Grotto, which the captain had mentioned. You don't have time to stop now, but make a mental not to try and return later.
From the Grotto, you turn East, and pass by a large stone temple (Area 8). Your escort explains that this is the Ruby in the Rough, a temple dedicated to Segojan Earthcaller, the svirfnebling god of deep earth and nature. Glyphic Shroomlight is a young acolyte of the Earthcaller, and runs the temple. There are catacombs beneath. Again, you do not have time to stop, but this seems like the place Pelek was looking to be laid to rest. Perhaps you should talk to Shroomlight later.
Further East, you keep walking. You pass a staging area (Area 10) where several deep gnomes and their cave badgers are guarding a barricade that prevents anything from the North East entering. Your guard escort calls out to one of the deep gnomes, asking for an update. The deep gnome, Sark Axebarrel, replie, 'Oi, keep yer distance. A medusa was spotted lurking beyond the way in the Rockblight. We 'aven't the gnome power to deal with her now, but we'll try and hold the barricade should she come this way. Tell yer captain we could use some reinforcements!"
The guard mentions that the Rockblight has been a source of several headaches that have been stretching the soldiers thin, but you had best keep moving. You double back now, Southwest, into what looks like a residential neighborhood (Area 12). Families, and smaller children can be seen going back and forth, traveling to the heart of the city and back. A little gnome girl runs past you. "Mommy! Mommy! I saw the ghost!" The little girl's mother scolds her, "I told you not to go near that old leatherworker's house, you understand?" Somewhat deflated, the little gnome nods her head.
At last, the guard leads you to what seems to be your final destination. A large hall like cavern. in the Eastern wall of the city (Area 14).
Your guard escort bows, and introduces the two gnomes as the Diggermattocks, Dorbo, and Senni, leaders of Blingdenstone. They thank him, and he returns to his post at the front gate.
"Well, well," says Dorbo, "Please to meet you overlanders. We hear you have quite a story to tell, and we beg you indulge us in telling it again. Anyone who ain't a friend of the drow ought to be a friend of the svirfneblin, I always say."
"Please to meet you. I am Oorr of the Star Mounts. My friends and I were taken prisoners from the drow. We didn't know each other at that time, but we bounded since we escaped. All of that is minor compared to what we have discovered: the Underdark is overrun by demons, even demon lords. It feels like a rupture between the planes and madness is spread out from pockets of faerzress."
"Yes, well demons and madness is good and terrible, that's for sure, but we got our own problems in Blingdenstone to worry about. You're welcome to stay, and Tappy will take care of you, ain't no mistake. But we aren't a trusting folk, so you best keep a low profile. Try not to stir up any more trouble than we already got." says the female gnome.
"Now, now, Senni, be nice, these folk have been through a lot," comforts Dorbo, before turning back to the group. "She's not wrong though. Between the Pudding Court and this wererat problem, Blingdenstone is in a spot. I'm not sure I have anyone to spare to help you find a way home, or learn more about these demons. You're welcome to stay, of course. I'm sorry we can't do any more for you."
"Well, what if we can help you with your problems, would you be able to help us find our way home?
Now, we are quite strong adventurers. I'm sure people would pay large sum of money to hire us. I lost track of the creatures we slayed..." Griminir start counting on his fat fingers. "Let's see... I think there was one shambling mount, some gricks, ghosts and specters, demons, some beholders, a chest that tried to swallow us, giant mushrooms. We also met a demon called Demo....grogo...something and survive." Grimnir looks at Belwar for help with the name of the demon. "Not everybody can say that..."
"What I mean is: point us in the direction where your problems are, we can resolve them.... and then when everything is a bit more peaceful, you could maybe help us ? What do you say.... " Grimnir pauses and says not sure on how to call this gnomes. "Your highness ?"
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
"Oh, just Dorbo is fine. Senni and I technically lead the city, but it's a job as any other. You'd really be willing to help us? It does sound like you are quite accomplished, though as we were saying, the problems here are quite numerous. We've been doing our best to get back on our own feet after the wars, and we're finally making headway. What do you say, Senni, should we let them help?"
Senni looks suspicious at first, but gives a begrudging nod to Dorbo after she scrutinizes everyone's faces.
Dorbo continues, "It's settled then. We really appreciate the assistance, and maybe once things settle down, we can afford to have someone help you find a way to the surface, or learn more about these demons you speak of."
After a few more pleasantries, Dorbo and Senni relay to you two areas that they think they could use the most help in.
The first is the growing ooze problem in the city. Senni explains that oozes and puddings have been spotted more frequently around the city (and could be the reason Glabbagool received such a cold welcome). She believes that there is something in the Northwest parts of the city (Area 28-30), a monster, or some magic, that is causing the increased ooze activity, and will happily reward you for any information as to what is going on.
Dorbo then tells you of a wererat problem. Apparently there are a group of wererat deep gnomes who inhabit the city (Area 23-27). Dorbo would like to seem them eliminated or run out of the city to make room for new housing. Senni believes they have a right to live in the city, as they are descendants of deep gnomes. Here the two argue a bit back and forth. With a heavy sigh, Dorbo finally pleads with you to find the wererat clan and see if you can parley with them. They've been territorial and defensive, and not allowing anyone into the Western sections of the town, but they might be willing to speak with outsiders. A report from you on the situation will help determine what the best course of action is for the wererats and the city itself.
They end the conversation by suggesting you keep an ear out for others who may need help. There's a lot going on in the town, and any assistance you can provide will help the view of the deep gnomes towards you grow more friendly, and provide more resources for researching demons, and routes home. They then give you directions to The Foaming Mug (Area 16), where Tappy Foamstrap can give you room and board for your stay here.
(OOG Let me know if you have any further questions or anything for the Diggermattocks, otherwise we'll continue on to the Inn.)
"Dorbo, I heard one of the guards mentioning a medusa lurking nearby. Despicable creatures, I knew of one leading an Earth Elemental Evil cult not far from the High Forest. We could take care of it as well. Also, one of the kids mentioned seeing a ghost. Not sure if that is true or important. Related to that, we need to put at peace the soul of one of yours, a fellow named Pelek. He was brutally killed, is there someplace where we can bury what remains of him?"
OOC: annotated map that I made
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
"Oh my, well isn't that honorable of you," says Dorbo. You see Senni's face soften as well. "Yes, you can take the remains to Glyphic Shroomlight at the Ruby in the Rough. You may have passed it on your way here, it's hard to miss."
"I thank you both. We will find a way to be of service."
After leaving the throne room, Oorr will commune with the Underdark. He needs to know what are we dealing with.
"The demon lord was Demogorgon, the chest was a mimic, and the so-called beholders were merely spectators."
"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)
“Thank you Belwar. I’m not very good with name”
grimnir bows to the 2 deep gnome and follows Oorr
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
You commune as you walk, reaching out with your senses to the Underdark caverns around you. You sense Elementals. Not surprising given that the svirfneblin utilize elementals in their digging and there are natural inhabitants of the underdark as well. You sense fiends, which, while alarming, does not surprise you. There has been a strong sense of fiends everywhere in the underdark. You sense something new as well, some form of Abberation is also inhabiting these halls. That one, at least, gives you pause.
You take your leave, having agreed to help in any way you can, in hopes that you might get some help in return to escape this place, and the drow that pursue you.
You are led away to the Foaming Mug, which is a large housing unit set in the Southeastern walls of the city. You notice as you enter that the doors and rooms are suitable for medium sized creatures, unlike most of the buildings you've seen so far. It has high windows and tall ceilings. You enter into a taproom, empty of any patrons. A single female deep gnome is running around, setting up tables with napkins and silverware, as if expecting a large crowd at some point later on. When you enter, she calls over her shoulder without looking, "Aye, you're all off work early, aren't ya? Most of the folk won't be here for a few more hours yet." Then turning, shes sees you,, startles, and drops a glass to the floor which shatters.
She quickly sets to picking it up, grabbing a broom and dustpan from behind the bar and sets to cleaning the mess up. "Oh! Pardon me, I wasn't expecting overland folk. You are from the surface, yes? I mean, this one's got wings! How mighty fine you all look! Come come, sit. You'll be needing rooms, and that ain't a problem being as the place is empty." She laughs at her joke as she takes the gathered glass away to behind the bar, dumping it in a trash bin. "Come, sit, have a drink! First one is on the house. All I need is a story. Are adventurers? What fantastic beasts have ye fought?"
Before you've barely started talking to her, she has mugs of Darklake Stout on the counter, and calls to the back to order up some food. "We haven't got much, but we do have some items from the surface. Would anyone like a a fine mutton chop? Perhaps a salad of the non fungal variety?"
Before long, food from the surface is in front of you, intoxicating you with it's aroma. Tappy arranges rooms for you in the upper quarters, and let's you know that you have a few hours before the rush of gnomes, fresh off of work in the mines and caverns, stop in for the evening meal at the taproom. "It's a good place to meet some folk and hear the local gossip, if you like to stay. Might take some time for them to warm up to ye, but I'm sure ye'll make a fine impression."