This post has potentially manipulated dice roll results.
Grimnir HP roll: 1 (+3+1).... nevermind, using Fixed HP
Grimnir relaxes during the next days, watching Blidgenstone being repaired. It is nice to have days like that where nothing happens. Preparing himself for the last part of the journey, he buys a few things, including 2 healing potions. Being a dwarf, he cannot help to try to barter the price. Persuasion: 19 (-15%)
Grimnir also takes some time to go through his mushroom inventory: Waterorbs, Rripplebark, Barrelstack, Bluecap and Trillimac. He also has weird ones that possess magical properties: pygmywort, Bigwig and patches of ormu. He will buy a good amount of any mushrooms sold in the city (store in the bag of holding), and secure future deliveries to the surface with merchants.
Grimnir will ask around if someone knows what the last two type of mushroom are and what properties they have: - A two-foot-tall toadstool with orange and red stripes across its beige cap. It emits some sort of gas. - A strange fungi that are shaped like human tongues.
In the morning Brox takes stock of the coins she is carrying and has received as a reward. Treasures and coins don't mean anything to the hulking paladin in the service of her god, but she knows of the importance of a good armour, to succeed in battle.
Walking down to the markets, she follows Grimnir and watches how the dwarf barters for healing potions. When Brox comes across an armes dealer, she finds a nice plate armour, that will fit her. She is trying on her charm and the deep gnome is full of respect for the help the heroes have given to Blingdenstone. He gives Brox an even greater discount than Grimnir had received. Still, Brox doesn't have enough coins, so she asks if Grimnir would help her out and lend her the missing sum. He agrees.
Brox sells her chain mail and her doff splint armour in exchange for the plate.
Oorr accepts the reward with a nod, but he does not know what to do with that much gold. Maybe he will find a magical armour for Zippy someday, but for he buys 4 healing potions with it. The rest is thrown in the Bag of Holding.
Grimnir will ask around if someone knows what the last two type of mushroom are and what properties they have: - A two-foot-tall toadstool with orange and red stripes across its beige cap. It emits some sort of gas. - A strange fungi that are shaped like human tongues.
Grimnir, you are able to learn that the toadstool is called a Timmask, and is also known as "the devil's mushroom." It's very dangerous, having the ability to confuse those who harvest it incorrectly. It is very poisonous, and somewhat rare.
The strange fungi is called a Tongue of Madness and has the peculiar effect of making those who eat it talk incessantly for an hour, often revealing their innermost thoughts.
After making your final preparations, you prepare to leave Blingdenstone. True to their word, the Diggermattocks have provided guards and elementals to guide you to the tunnels that will take you to the surface. They can't take you the full way, but Brox assures you she knows the path from there.
Derendil, though alive, is in bad shape. Most of the time he sleeps, but occasionally he awakes in a rage. Several healers were injured in one such episode so they keep guards by his bedside. He talks in his sleep, mumbling about an eleven kingdom above ground that no one has heard of. Everyone agrees it's best he stays in Blingdenstone, until they can find a cure for his madness, and keep him calm.
Jimjar also bids you farewell. "As much fun as it has been, I think this is where we part ways, my friends,"says the deep gnome. "You've gotten me this far, and it wasn't just luck. I'm going to stay and help my people rebuild. I'll look after our "elven" friend here, and who knows? I bet this isn't the last we see of each other." He says the last line with a wink before parting.
Eldeth is anxious to leave. "I cannae believe we're almost home. When I see the halls of Gauntlgrym I'm gonna lay a nice kiss on the stones. Tha's for sure." She beams, clearly happy to be alive, and eager to return.
Nothing has been seen of Glabbagool since the battle. Some scouts claimed to have seen a gelatinous cube with a strange inky black substance inside it as they kept watch over the dispersing oozes in the vicinity. But none of them could confirm it was indeed Glabbagool, and they dared not approach, as the ooze population was still quite high. They promise they will watch out for him, and hold him as a hero the same as the rest of you. You wonder at what the defeat of the Pudding King might have done to your intelligent ooze friend.
At the dawn of the next day, you say your final farewells, pack up your gear and belongings, and strike out once more into the Underdark, all of you thinking of home.
By now you are experienced travelers in the Underdark. Over the next tenday, the Blingdenstone guards help you fend off the typical dangers of creatures, traps and terrain. You were provided with plenty of supplies, so you don't have to worry about foraging, though Grimnir may take some time to find rare mushrooms and fungus. On the 12th day of your journey from Blingdenstone, the Diggermattock Guard inform you this is as far as they can take you, but that it shouldn't be far from here to the surface. Oorr can confirm that you are now closer to the surface than you've ever been on your travels.
After the guard leaves, you camp, and Brox gets her surroundings, praying to her god, and meditating on the path she was shown. With Oorr's help, she leads you down a narrow tunnel that drops and climbs multiple times, but seems to be gradually heading in an upward direction. After four days of this travel, you reach an open cavern. There are several dark and branching paths off of it, but what can clearly be seen at the end of the cavern is a rope ladder against a cliff, and at the top off that cliff is a large hole, with sunlight just barely visible at the edges. The light gleams like the shining of Dawnbringer, and the sword seems to hum at the sight of it.
(OOG Perception checks all around, and Survival checks (w/ advantage) from Brox and Grimnir.)
Grimnir, you find plenty of common fungi on your journey out of Blingdenstone. In your foraging, you're also able to get a few rare specimens, including: 2 x Timmask 5 x Nilhogg's Nose 3 x Ormu
When you enter the final cavern, you are so taken by the sight of the sunlight, you do not see anything else.
Brox, as you enter into the cave, you hear the voice of Dawnbringer sing in your head. The sword is ecstatic at how close you are to the sun. Your vision of exiting the Underdark returns to you, and you recognize the rope ladder, and the tunnel that leads to the surface. You know that in addition to the rope ladder, there is a tunnel at the back of the cavern that also winds up behind the cliff to the exit. It's a bit of a longer trip, about another day, but it avoids having to take all your gear up the rickety ladder. You point the way to the cave that leads up to your friends.
Oorr, you also thrill a the thought of being able to stretch your wings in the fresh air above ground. You are tempted to fly immediately up to the exit, but concern for your companions stays you momentarily. You listen as Brox points out an alternate route from the rope ladder, but when you look that direction, you have a slight sense of apprehension. Some of the rocks and fungus have been recently disturbed, and the area is rife with dark turns and alcoves. This would be a good place for an ambush, and you are still very much in the wilderness of the Underdark.
"Something is not right. Someone or something passed through that passage. Stay still."
At that, Oorr touches Zippy's back, connecting to him. Few instants later, Oorr, eyes closed, sees through the companion's eyes. And what an explosion of colours! Everything is just bright and defined in this spectrum of vision and he can almost see in front of him as well as behind. Quite different from the eagle perspective, being used to see very far but one spot only (Beast Sense).
"What an... experience. Go ahead, my friend. Jump back in the case of danger."
"Something is not right. Someone or something passed through that passage. Stay still."
At that, Oorr touches Zippy's back, connecting to him. Few instants later, Oorr, eyes closed, sees through the companion's eyes. And what an explosion of colours! Everything is just bright and defined in this spectrum of vision and he can almost see in front of him as well as behind. Quite different from the eagle perspective, being used to see very far but one spot only (Beast Sense).
"What an... experience. Go ahead, my friend. Jump back in the case of danger."
Zippy Stealth check: 17
Zippy Perception check: 13, with advantage 25
Through the eyes of your companion, you are able to see a wider spectrum of light and information. The ground has been brushed to hide tracks, but you find evidence in scuffs along the corners of the cavern that at least 8 humanoid type creatures have passed recently. But what is more curious is that behind those tracks, a smaller humanoid seems to have followed after, with much less care as to the evidence of their coming and going.
The tracks continue up the tunnel, but it would take Zippy out of Oorr's sight, and he pauses to wait.
Whispering, Oorr shares the information to the party: "Eight humanoids have likely set up an ambush up the tunnel. Plus, a small creature seems to have followed up, but it does not seem to be with them. Any suggestion?"
Grimnir releases some rapport spores so the group can talk telepathically.
"We could avoid the ambush and use the ladder. If we want to go through, at least we won't be surprised. I can produce some shinning spores that will stick to them if I know approximately where they are hiding (ooc: Faerie Fire) - do you have a location, did you see something moving ? Maybe Belwar can throw in some fireball also ?"
Zippy climbs to the ceiling, hiding deep in the shadows, and moves silently down the winding corridor. As it goes up, you lose sight of the tracks that you originally saw. Towards the top of the chamber you spot several drow keeping watch. They bear the armor and markings of Velkynvelve, the camp where you were formerly imprisoned. You can see the top of the rope ladder nearby.
The cavern continues further down a long corridor where the light is coming from. The drow have been watching, and can already see your companions down in the bottom of the cavern. It seems they already know you are here, and are prepared to cut the ladder as soon as a number of you are on it. Should you not choose the ladder, they are prepared to ambush you as you come up the hallway.
You don't spot all of the drow. You saw tracks of at least 8, but only 4 are waiting up here.
"Four dark elves are waiting for us up there. We don't see the other four. I suggest we do not take the ladder and must somehow turn the ambush against them."
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Grimnir HP roll: 1 (+3+1).... nevermind, using Fixed HPGrimnir relaxes during the next days, watching Blidgenstone being repaired. It is nice to have days like that where nothing happens. Preparing himself for the last part of the journey, he buys a few things, including 2 healing potions.
Being a dwarf, he cannot help to try to barter the price. Persuasion: 19 (-15%)
Grimnir also takes some time to go through his mushroom inventory:
Waterorbs, Rripplebark, Barrelstack, Bluecap and Trillimac. He also has weird ones that possess magical properties: pygmywort, Bigwig and patches of ormu.
He will buy a good amount of any mushrooms sold in the city (store in the bag of holding), and secure future deliveries to the surface with merchants.
Grimnir will ask around if someone knows what the last two type of mushroom are and what properties they have:
- A two-foot-tall toadstool with orange and red stripes across its beige cap. It emits some sort of gas.
- A strange fungi that are shaped like human tongues.
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
In the morning Brox takes stock of the coins she is carrying and has received as a reward. Treasures and coins don't mean anything to the hulking paladin in the service of her god, but she knows of the importance of a good armour, to succeed in battle.
Walking down to the markets, she follows Grimnir and watches how the dwarf barters for healing potions. When Brox comes across an armes dealer, she finds a nice plate armour, that will fit her. She is trying on her charm and the deep gnome is full of respect for the help the heroes have given to Blingdenstone. He gives Brox an even greater discount than Grimnir had received. Still, Brox doesn't have enough coins, so she asks if Grimnir would help her out and lend her the missing sum. He agrees.
Brox sells her chain mail and her doff splint armour in exchange for the plate.
Oorr accepts the reward with a nod, but he does not know what to do with that much gold. Maybe he will find a magical armour for Zippy someday, but for he buys 4 healing potions with it. The rest is thrown in the Bag of Holding.
Grimnir, you are able to learn that the toadstool is called a Timmask, and is also known as "the devil's mushroom." It's very dangerous, having the ability to confuse those who harvest it incorrectly. It is very poisonous, and somewhat rare.
The strange fungi is called a Tongue of Madness and has the peculiar effect of making those who eat it talk incessantly for an hour, often revealing their innermost thoughts.
After making your final preparations, you prepare to leave Blingdenstone. True to their word, the Diggermattocks have provided guards and elementals to guide you to the tunnels that will take you to the surface. They can't take you the full way, but Brox assures you she knows the path from there.
Derendil, though alive, is in bad shape. Most of the time he sleeps, but occasionally he awakes in a rage. Several healers were injured in one such episode so they keep guards by his bedside. He talks in his sleep, mumbling about an eleven kingdom above ground that no one has heard of. Everyone agrees it's best he stays in Blingdenstone, until they can find a cure for his madness, and keep him calm.
Jimjar also bids you farewell. "As much fun as it has been, I think this is where we part ways, my friends," says the deep gnome. "You've gotten me this far, and it wasn't just luck. I'm going to stay and help my people rebuild. I'll look after our "elven" friend here, and who knows? I bet this isn't the last we see of each other." He says the last line with a wink before parting.
Eldeth is anxious to leave. "I cannae believe we're almost home. When I see the halls of Gauntlgrym I'm gonna lay a nice kiss on the stones. Tha's for sure." She beams, clearly happy to be alive, and eager to return.
Nothing has been seen of Glabbagool since the battle. Some scouts claimed to have seen a gelatinous cube with a strange inky black substance inside it as they kept watch over the dispersing oozes in the vicinity. But none of them could confirm it was indeed Glabbagool, and they dared not approach, as the ooze population was still quite high. They promise they will watch out for him, and hold him as a hero the same as the rest of you. You wonder at what the defeat of the Pudding King might have done to your intelligent ooze friend.
At the dawn of the next day, you say your final farewells, pack up your gear and belongings, and strike out once more into the Underdark, all of you thinking of home.
Chapter 7: Escape From The Underdark
By now you are experienced travelers in the Underdark. Over the next tenday, the Blingdenstone guards help you fend off the typical dangers of creatures, traps and terrain. You were provided with plenty of supplies, so you don't have to worry about foraging, though Grimnir may take some time to find rare mushrooms and fungus. On the 12th day of your journey from Blingdenstone, the Diggermattock Guard inform you this is as far as they can take you, but that it shouldn't be far from here to the surface. Oorr can confirm that you are now closer to the surface than you've ever been on your travels.
After the guard leaves, you camp, and Brox gets her surroundings, praying to her god, and meditating on the path she was shown. With Oorr's help, she leads you down a narrow tunnel that drops and climbs multiple times, but seems to be gradually heading in an upward direction. After four days of this travel, you reach an open cavern. There are several dark and branching paths off of it, but what can clearly be seen at the end of the cavern is a rope ladder against a cliff, and at the top off that cliff is a large hole, with sunlight just barely visible at the edges. The light gleams like the shining of Dawnbringer, and the sword seems to hum at the sight of it.
(OOG Perception checks all around, and Survival checks (w/ advantage) from Brox and Grimnir.)
Oorr Perception check (with Natural Explorer): 17
Survival: 13
Perception 5
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 find plenty of common fungi on your journey out of Blingdenstone. In your foraging, you're also able to get a few rare specimens, including:
2 x Timmask
5 x Nilhogg's Nose
3 x Ormu
When you enter the final cavern, you are so taken by the sight of the sunlight, you do not see anything else.
Brox, as you enter into the cave, you hear the voice of Dawnbringer sing in your head. The sword is ecstatic at how close you are to the sun. Your vision of exiting the Underdark returns to you, and you recognize the rope ladder, and the tunnel that leads to the surface. You know that in addition to the rope ladder, there is a tunnel at the back of the cavern that also winds up behind the cliff to the exit. It's a bit of a longer trip, about another day, but it avoids having to take all your gear up the rickety ladder. You point the way to the cave that leads up to your friends.
Oorr, you also thrill a the thought of being able to stretch your wings in the fresh air above ground. You are tempted to fly immediately up to the exit, but concern for your companions stays you momentarily. You listen as Brox points out an alternate route from the rope ladder, but when you look that direction, you have a slight sense of apprehension. Some of the rocks and fungus have been recently disturbed, and the area is rife with dark turns and alcoves. This would be a good place for an ambush, and you are still very much in the wilderness of the Underdark.
"Something is not right. Someone or something passed through that passage. Stay still."
At that, Oorr touches Zippy's back, connecting to him. Few instants later, Oorr, eyes closed, sees through the companion's eyes. And what an explosion of colours! Everything is just bright and defined in this spectrum of vision and he can almost see in front of him as well as behind. Quite different from the eagle perspective, being used to see very far but one spot only (Beast Sense).
"What an... experience. Go ahead, my friend. Jump back in the case of danger."
Zippy Stealth check: 17
Zippy Perception check: 13, with advantage 25
Through the eyes of your companion, you are able to see a wider spectrum of light and information. The ground has been brushed to hide tracks, but you find evidence in scuffs along the corners of the cavern that at least 8 humanoid type creatures have passed recently. But what is more curious is that behind those tracks, a smaller humanoid seems to have followed after, with much less care as to the evidence of their coming and going.
The tracks continue up the tunnel, but it would take Zippy out of Oorr's sight, and he pauses to wait.
Whispering, Oorr shares the information to the party: "Eight humanoids have likely set up an ambush up the tunnel. Plus, a small creature seems to have followed up, but it does not seem to be with them. Any suggestion?"
Grimnir releases some rapport spores so the group can talk telepathically.
"We could avoid the ambush and use the ladder. If we want to go through, at least we won't be surprised. I can produce some shinning spores that will stick to them if I know approximately where they are hiding (ooc: Faerie Fire) - do you have a location, did you see something moving ?
Maybe Belwar can throw in some fireball also ?"
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
"Zippy, my friend, go a bit further. Very carefully and slowly"
"Zippy, my friend, go a bit further. Very carefully and slowly"
Zippy Stealth check: 22
Zippy Perception check: 10, with advantage 17
Zippy climbs to the ceiling, hiding deep in the shadows, and moves silently down the winding corridor. As it goes up, you lose sight of the tracks that you originally saw. Towards the top of the chamber you spot several drow keeping watch. They bear the armor and markings of Velkynvelve, the camp where you were formerly imprisoned. You can see the top of the rope ladder nearby.
The cavern continues further down a long corridor where the light is coming from. The drow have been watching, and can already see your companions down in the bottom of the cavern. It seems they already know you are here, and are prepared to cut the ladder as soon as a number of you are on it. Should you not choose the ladder, they are prepared to ambush you as you come up the hallway.
You don't spot all of the drow. You saw tracks of at least 8, but only 4 are waiting up here.
"Four dark elves are waiting for us up there. We don't see the other four. I suggest we do not take the ladder and must somehow turn the ambush against them."