Sitting at the table in this tavern, Grimnir can finally relax. Being in a room carved in stone, with good ale and some food from the surface brings him happiness.
“Well my feathered friend, it seems Drows cannot get in here. There’s nice cosy beds and good ale ! What about we take 1 or 2 days of resting in here before rushing for more danger ? I say tonight, we celebrate , we rest, we laugh and we drink to our fallen friends...”
Grimnir raise his ale and drinks.
“Talking about dead, what about putting Pelek to rest first thing tomorrow ? This should an uneventful task, isn’t it ?Then we chase a Medusa... or a ghost?”
During the evening, Grimnir talks for hours with Tappy about several topics. From cooking recipes to brewery craft, without forgetting creatures they fought.... Interestingly, the more ale Grimnir drank, the more horrific were the creatures... “And that’s where we saw this huge demon with two heads, gorilla’s heads ! Tentacles everywhere. Pure chaos !!! You would have shit your pants, I swear !”
During the conversation, Grimnir gives 10gp to Tappy. “I hope this will cover the cost of our stay here. This is a terrific tavern Tappy.”
"As a bartender, you must knows a lot of good rumours, Tappy, no ? I find it's with rumours that you start to know a place better." Added Grimnir, smiling
"I'm please to see you are enjoying it, but a ten years old aarakocra can't partake. A wrong turn means one's fall. I'll see you in the morning."
Oorr and Zippy will go checking with the guards and the kids, seeing information about the medusa and the ghosts.
You wait in the tavern until people come in after work, miners, off duty guards, etc. They are closed off a bit to talking to you. The kids run away before you can approach. You try to find someone willing to talk to you.
Grimnir, though the deep gnomes are slow to warm up to the group of you, Tappy seems more than happy to keep your cups full and tell you stories. She hears all sorts of things as people come through the taproom for dinner and after work drinks. You learn the following important notes from her.
- There was once a large cavern known as Entémoch’s Boon. It was said the Svirfneblin of old could summon huge earth elementals to help them in times of need there. But it was lost to memory after the first drow attack nearly destroyed the city. Sometimes deep gnomes and other adventurers go searching for it in the outskirts of the city, but so far, no one has found it.
- The city has a ghost problem. In addition to the trouble you overheard about on the way here, it seems ghosts pop up now and then in various areas of the city. They are not always dangerous. Sometimes they just appear and float around a bit before leaving, but occasionally they do cause trouble. Those that have gotten a close look say they are the ghost of deep gnomes who died when Blingdenstone was overrun by the drow long ago.
- The area where the Medusa is located is called the Rockblight, because earth elementals go crazy when they get near it. Barricades have been set up to protect the deep gnomes, but also to keep wayward elementals from going too close.
"I'm please to see you are enjoying it, but a ten years old aarakocra can't partake. A wrong turn means one's fall. I'll see you in the morning."
Oorr and Zippy will go checking with the guards and the kids, seeing information about the medusa and the ghosts.
You wait in the tavern until people come in after work, miners, off duty guards, etc. They are closed off a bit to talking to you. The kids run away before you can approach. You try to find someone willing to talk to you.
To try to win the gnomes' trust, Oorr will talk to them about the bound between a beast and its master, that is a mystical mix of friendship and magic.
To the kids, Oorr will show how even a small rat can be a valuable ally, while to the older ones will explain how to get the best from the giant badger.
To try to win the gnomes' trust, Oorr will talk to them about the bound between a beast and its master, that is a mystical mix of friendship and magic.
To the kids, Oorr will show how even a small rat can be a valuable ally, while to the older ones will explain how to get the best from the giant badger.
Despite the odd stares, you begin sharing your stories with the deep gnomes. At first they seem to ignore you, but you gradually draw them in with exciting tales pulled from legend and your own recent adventures. The kids begin to gather and you earn their trust as well, speaking of the animals they are familiar with in ways they haven't thought of before. As you draw them in, they open up with some of their stories. You learn the following:
- The kids who saw the ghost nearby claim his name is Vazuk, and he yells at people to stay out of his house, which has been abandoned for as long as anyone can remember.
- The older kids mention that they sometimes see rats going in and out of the Southwestern area of town (Area 23-24). The rats always travel along the outer edge of the floor, not the middle.
- Some of the older gnomes speak of a spectral figure in the catacombs underneath the Ruby In the Rough. One of them claims that this ghost is actually the long dead leader of the Burrow Wardens, a svirfneblin special guard from the old days that no longer exists.
Oorr expresses his gratitude to the gnomes gifting each of the youngest ones with a feather of his. They will grow back in a week or two.
Making a mental map of the problems in Blingdenstone and its layout, Oorr concludes that the closest is the place called Rockblight. He will propose this as the first task to his companions on the morrow.
He will propose this as the first task to his companions on the morrow.
"Aye, I'm happy to go for the medusa first if it's what you want Oorr. You are usually choosing well. Could we stop by the market on the way? I could check if the gnomes haves some magic item that could be useful to me."
After an evening of talking to the local deep gnomes, and being fed well by Tappy, you all take a long rest and prepare to assist the town as much as you can the next day.
In the morning, you get a nice breakfast of bacon, and some sort of sweet fried bread. Tappy doesn't mention where she got the bacon from, and you decide it's best not to ask. It tastes good anyway.
You make your first stop at the Trader's Grotto (Area 7) which has been open since early morning. You pass by the Ruby in the Rough temple (Area 8) on your way there, the acolytes preparing for the morning services. In the trading area itself, you notice a variety of stalls set amidst stalks of mushrooms and various fungi. Upon closer inspection, all of the fungal growth in this area is actually made of stone, as if a fungal forest was suddenly, and completely, petrified.
Traders with carts, wagons, stalls, and booths are lined up, and yelling out their wares. A growing crowd of deep gnomes, as well as a few other underdark races, browse the wares, haggling and dealing.
(OOG If you need to purchase any mundane equipment, you may do so. Such as armor, weapons, supplies, and even potions of healing. If you want to look for something more specific, then please tell me what you're looking for, and then roll either a Perception or Investigation check. If you can devise a different type of check to do, then you may, but give me a reason for it.)
OOC Does Oorr know of vulnerabilities of elementals?
INT check 18 (roll with advantage because of Favored Enemy)
As you have studied them, you have become intimately familiar with vulnerabilities and strengths of basic elementals. (i.e. You know everything in the monster stat blocks for Air, Earth, Water, and Fire elementals). You're also somewhat knowledgeable of less common elementals such as fire snakes, mephits, and Galeb Duhr. (i.e. you can identify statistics/vulnerabilities/immunities, but may not be as familiar with all of their actions.)
You also recall that in a side cavern (Area 13) as you passed by the Ruby in the Rough, you saw a circle of standing stones that looked oddly like Galeb Duhr in rock form. It might be worth checking out before you head into the Rockblight.
As soon as the party is ready, Oorr will lead to the Circle of standing stones. Oorr is more silent than he usually is. Elemental Evil, if it is indeed that lurking into the Rockblight, is something that his people has fought since... forever.
This post has potentially manipulated dice roll results.
At the market, Grimnir is looking for magic items. Without specific in his mind, he is looking for something that would make him stronger or for something that would help him deflect attacks. He is also keeping an eye out for any items that would synergise with his new druidic abilities. Looking around, he release some invisible spores that helps him to increase his perception. (OOC: Guidance)
Perception: 14 + guidance 3
OOC: I'm looking for something like Gauntlets of Ogre Power to increase my strengh. (I'm happy with something that would increase my Dexterity or even my Wisdom). Or something to improve my AC like a cape of protection OOC2: Also sorry for the timeline, not sure if the market happen before/after Oorr going to area 13
Grimnir, you take your time browsing the stalls. Most of it is different foods, crafted items, and your usual supplies, but you find one table run by an elderly female deep gnome, and she seems to be offering a variety of jewelry. When you inquire if any of it has magical properties, she bobs her head up and down, "Yes, yes, yes, yes, yes. Much magic, here, take a look."
She pulls out a glass display box from one side of the counter. In it you see three rings. You can't actually tell if they're magical, but she claims that they are. One ring is gold, with a green jeweled bird on it. (2,000 GP) One ring looks like it has a sapphire in the shape of a brain (500 GP) And the last ring looks like a silver shield, inlaid with gold. (2,500 GP)
Grimnir looks at the rings with hesitation. "Belwar, coud you look at those and tell me you do you think of those? You are a great wizard and know all of those things" Grimnir is pointing at the vendor, expecting a name "Apologies, I forgot my good habits. I am Grimnir and this is Belwar. He knows A LOT about magic."
I introduce myself in Gnomish, then start ritual-casting detect magic. After determining that the rings are magical and reporting to Grimnir, I ask--again in Gnomish--for directions to a good bookstore or scroll shop.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I introduce myself in Gnomish, then start ritual-casting detect magic. After determining that the rings are magical and reporting to Grimnir, I ask--again in Gnomish--for directions to a good bookstore or scroll shop.
She directs you to a stall at the edge of the market. Built into the wall of the cavern is a door. Above the door is a scroll hanging from a post. It reads in Gnomish, "Treasured Stories."
Rollback Post to RevisionRollBack
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"So, where to next? I would like to check out the Medusa rumour first. It seems more troublesome to me."
Sitting at the table in this tavern, Grimnir can finally relax. Being in a room carved in stone, with good ale and some food from the surface brings him happiness.
“Well my feathered friend, it seems Drows cannot get in here. There’s nice cosy beds and good ale ! What about we take 1 or 2 days of resting in here before rushing for more danger ? I say tonight, we celebrate , we rest, we laugh and we drink to our fallen friends...”
Grimnir raise his ale and drinks.
“Talking about dead, what about putting Pelek to rest first thing tomorrow ? This should an uneventful task, isn’t it ?Then we chase a Medusa... or a ghost?”
During the evening, Grimnir talks for hours with Tappy about several topics. From cooking recipes to brewery craft, without forgetting creatures they fought.... Interestingly, the more ale Grimnir drank, the more horrific were the creatures... “And that’s where we saw this huge demon with two heads, gorilla’s heads ! Tentacles everywhere. Pure chaos !!! You would have shit your pants, I swear !”
During the conversation, Grimnir gives 10gp to Tappy. “I hope this will cover the cost of our stay here. This is a terrific tavern Tappy.”
"As a bartender, you must knows a lot of good rumours, Tappy, no ? I find it's with rumours that you start to know a place better." Added Grimnir, smiling
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
"I'm please to see you are enjoying it, but a ten years old aarakocra can't partake. A wrong turn means one's fall. I'll see you in the morning."
Oorr and Zippy will go checking with the guards and the kids, seeing information about the medusa and the ghosts.
You wait in the tavern until people come in after work, miners, off duty guards, etc. They are closed off a bit to talking to you. The kids run away before you can approach. You try to find someone willing to talk to you.
((OOG Oorr, roll a Charisma Check))
Grimnir, though the deep gnomes are slow to warm up to the group of you, Tappy seems more than happy to keep your cups full and tell you stories. She hears all sorts of things as people come through the taproom for dinner and after work drinks. You learn the following important notes from her.
- There was once a large cavern known as Entémoch’s Boon. It was said the Svirfneblin of old could summon huge earth elementals to help them in times of need there. But it was lost to memory after the first drow attack nearly destroyed the city. Sometimes deep gnomes and other adventurers go searching for it in the outskirts of the city, but so far, no one has found it.
- The city has a ghost problem. In addition to the trouble you overheard about on the way here, it seems ghosts pop up now and then in various areas of the city. They are not always dangerous. Sometimes they just appear and float around a bit before leaving, but occasionally they do cause trouble. Those that have gotten a close look say they are the ghost of deep gnomes who died when Blingdenstone was overrun by the drow long ago.
- The area where the Medusa is located is called the Rockblight, because earth elementals go crazy when they get near it. Barricades have been set up to protect the deep gnomes, but also to keep wayward elementals from going too close.
20
To try to win the gnomes' trust, Oorr will talk to them about the bound between a beast and its master, that is a mystical mix of friendship and magic.
To the kids, Oorr will show how even a small rat can be a valuable ally, while to the older ones will explain how to get the best from the giant badger.
Despite the odd stares, you begin sharing your stories with the deep gnomes. At first they seem to ignore you, but you gradually draw them in with exciting tales pulled from legend and your own recent adventures. The kids begin to gather and you earn their trust as well, speaking of the animals they are familiar with in ways they haven't thought of before. As you draw them in, they open up with some of their stories. You learn the following:
- The kids who saw the ghost nearby claim his name is Vazuk, and he yells at people to stay out of his house, which has been abandoned for as long as anyone can remember.
- The older kids mention that they sometimes see rats going in and out of the Southwestern area of town (Area 23-24). The rats always travel along the outer edge of the floor, not the middle.
- Some of the older gnomes speak of a spectral figure in the catacombs underneath the Ruby In the Rough. One of them claims that this ghost is actually the long dead leader of the Burrow Wardens, a svirfneblin special guard from the old days that no longer exists.
Oorr expresses his gratitude to the gnomes gifting each of the youngest ones with a feather of his. They will grow back in a week or two.
Making a mental map of the problems in Blingdenstone and its layout, Oorr concludes that the closest is the place called Rockblight. He will propose this as the first task to his companions on the morrow.
"Aye, I'm happy to go for the medusa first if it's what you want Oorr. You are usually choosing well.
Could we stop by the market on the way? I could check if the gnomes haves some magic item that could be useful to me."
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
After an evening of talking to the local deep gnomes, and being fed well by Tappy, you all take a long rest and prepare to assist the town as much as you can the next day.
In the morning, you get a nice breakfast of bacon, and some sort of sweet fried bread. Tappy doesn't mention where she got the bacon from, and you decide it's best not to ask. It tastes good anyway.
You make your first stop at the Trader's Grotto (Area 7) which has been open since early morning. You pass by the Ruby in the Rough temple (Area 8) on your way there, the acolytes preparing for the morning services. In the trading area itself, you notice a variety of stalls set amidst stalks of mushrooms and various fungi. Upon closer inspection, all of the fungal growth in this area is actually made of stone, as if a fungal forest was suddenly, and completely, petrified.
Traders with carts, wagons, stalls, and booths are lined up, and yelling out their wares. A growing crowd of deep gnomes, as well as a few other underdark races, browse the wares, haggling and dealing.
(OOG If you need to purchase any mundane equipment, you may do so. Such as armor, weapons, supplies, and even potions of healing. If you want to look for something more specific, then please tell me what you're looking for, and then roll either a Perception or Investigation check. If you can devise a different type of check to do, then you may, but give me a reason for it.)
OOC Does Oorr know of vulnerabilities of elementals?
INT check 18 (roll with advantage because of Favored Enemy)
As you have studied them, you have become intimately familiar with vulnerabilities and strengths of basic elementals. (i.e. You know everything in the monster stat blocks for Air, Earth, Water, and Fire elementals). You're also somewhat knowledgeable of less common elementals such as fire snakes, mephits, and Galeb Duhr. (i.e. you can identify statistics/vulnerabilities/immunities, but may not be as familiar with all of their actions.)
You also recall that in a side cavern (Area 13) as you passed by the Ruby in the Rough, you saw a circle of standing stones that looked oddly like Galeb Duhr in rock form. It might be worth checking out before you head into the Rockblight.
As soon as the party is ready, Oorr will lead to the Circle of standing stones. Oorr is more silent than he usually is. Elemental Evil, if it is indeed that lurking into the Rockblight, is something that his people has fought since... forever.
At the market, Grimnir is looking for magic items. Without specific in his mind, he is looking for something that would make him stronger or for something that would help him deflect attacks. He is also keeping an eye out for any items that would synergise with his new druidic abilities.
Looking around, he release some invisible spores that helps him to increase his perception. (OOC: Guidance)
Perception: 14 + guidance 3
OOC: I'm looking for something like Gauntlets of Ogre Power to increase my strengh. (I'm happy with something that would increase my Dexterity or even my Wisdom). Or something to improve my AC like a cape of protection
OOC2: Also sorry for the timeline, not sure if the market happen before/after Oorr going to area 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
Grimnir, you take your time browsing the stalls. Most of it is different foods, crafted items, and your usual supplies, but you find one table run by an elderly female deep gnome, and she seems to be offering a variety of jewelry. When you inquire if any of it has magical properties, she bobs her head up and down, "Yes, yes, yes, yes, yes. Much magic, here, take a look."
She pulls out a glass display box from one side of the counter. In it you see three rings. You can't actually tell if they're magical, but she claims that they are.
One ring is gold, with a green jeweled bird on it. (2,000 GP)
One ring looks like it has a sapphire in the shape of a brain (500 GP)
And the last ring looks like a silver shield, inlaid with gold. (2,500 GP)
Grimnir looks at the rings with hesitation.
"Belwar, coud you look at those and tell me you do you think of those? You are a great wizard and know all of those things"
Grimnir is pointing at the vendor, expecting a name
"Apologies, I forgot my good habits. I am Grimnir and this is Belwar. He knows A LOT about magic."
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
I introduce myself in Gnomish, then start ritual-casting detect magic. After determining that the rings are magical and reporting to Grimnir, I ask--again in Gnomish--for directions to a good bookstore or scroll shop.
"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)
Talking to the vendor, “ could you explain to me what those rings can do ?”
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
She directs you to a stall at the edge of the market. Built into the wall of the cavern is a door. Above the door is a scroll hanging from a post. It reads in Gnomish, "Treasured Stories."