Oorr, the area looks and feels very familiar to you, but you're having some trouble placing it. It seems your mind and senses are still addled by the long trek through the Underdark without a sky to guide you. In a similar fashion, Brox, you also find it familiar, but don't have the tracking skills to really gauge where you are.
Grimnir and Belwar compare notes. Belwar with his knowledge of the maps and books he's studied, and Grimnir with his new druidic connections. After conferring for some time, while Eldeth keeps interrupting impatiently, ("Jes poin the way to Gauntlgrym, it cannae be that hard?!"), the dwarf and gnome finally work out where are. The city ahead of you is Silverymoon. And the river that you are near that runs by it, is the River Rauvin.
You start to realize how close some of you are to home, with the Silver Marches just to the East, and the Star Mounts to the South.
Brox gets really excited when Grimnir points out where they came out of the Underdark. "On the other side of this river is Moonwood! That's where my parents live on a farm! It feels so good to leave the darkness behind, and I was underground only a short time. You all must feel so relieved!" Brox strokes the neck of Elkapone. "One day I'll show you my home." Then she turns to the others again. "Somehow I feel this is not over. We only escaped the evil, and maybe we slowed it down. But we didn't destroy it. Where can we get information about what is lurking beneath?"
With a sigh of relief at finally seeing real civilization, you strike out towards the city, following the river.
It takes another two days, but you are well supplied with resources from your travels in the Underdark. As you get closer to the city, you see it shining in the evening sun. It is a stunning place of sweeping curves, soaring towers, and structures built into the living trees. The closer you get to the city, the more people you encounter as well. There are merchant boats on the river, and caravans along the roads. You join up with a caravan a short way from one of the main entrances. One of the traders tells you of the Dish and Spoon, a local inn and tavern if you're looking for a place to stay. If you're looking for anything else, you may try your luck at the Conclave, a collection of shops and businesses and libraries, such as the Map House, where you can find a plethora of information on current and past locations.
When you finally approach the city gates, several knights in gleaming silver armor check the carts and wares of the caravan. One of the knights, a halfling, approaches the five of you, a curious smile turning to a frown as he sees Zippy. "Hey now, hey now, wot have we got 'ere?" says the shining knight. He stops about 10 feet short of the steeder, cautious, but not afraid. "That's an interesting companion, ranger,"he continues, directing his attention to Oorr."Of course we get all types 'ere in Silverymoon... so what's your business in the Gem of the North... and is that beastie well trained?"
This post has potentially manipulated dice roll results.
"Greetings, halfling in shining armour. This is Zippy, a very loyal and trusted friend. You will find no equal spider in the Realms. Speaking of the Realms, we are all in great danger. We were all prisoners of the dark elves not long ago. We got away, but during our journey to the surface, we discovered that a breach between the planes. Demons are all over the Underdark and it won't be long before they come here. Also, there are many good folks down there. We can't simply forget about this situation. Please, can you offer assistance and an audience with your... city-chief?"
If possible, I would like to try to take advantage of the feature:
Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
The crowd immediately around you goes a little quiet, and you get a few wild eyed stares form the merchants and other guards. The halfling seems to consciously close his mouth which had dropped open slightly at hearing your story.
"Uh, well, that is... quite the... tale. The city-chief, or rather, the High Marshall is Lord Methrammar Aerasumé. You'll find him in the High Palace in the eastern half of the city." While saying this, the guard points up to the right, and you can see a tall slender tower rising above the city skyline. "However you are all... well, let's just say you're travel worn. Why don't you set yourselves up at one of the local inns, get a hot meal and a hot bath, and I'll send word to the High Marshall of your request for an audience. You'll be summoned when he's ready to hear of your travels. Oh, and one other thing. As trusted as he may be, I'm afraid your... companion here will have to be stabled. The same goes for your Elk, my lady," he finishes, nodding at Brox and Elkapone.
The guard again swings a hand to his left, and not too far from the entrance you spot an official stable. Among the variety of horses, you also spot what appears to be at least two panthers, an elephant, and to your surprise, what appears to be a carrion crawler with a saddle on it. All of the animals seem well cared for, with more silver knights standing guard outside.
Eldeth turns to the rest of the group, "I know we just got back to civilization, but I'd really like to get back home to Gauntlgrym. I don't know this Lord Methrammar, but I do know that if I spoke to Bruenor, he'd listen! If it's all the same to ye lot, I'm going to find the inn, and then once I have a rest and a bath, I'll set off for home."
At the mention of home, each of you is struck with a slight melancholy feeling. You may have family, or a loved one, that might be missing you, and you want them to know you're alright. Or you may be wondering if your residence is even till in existence. It's been months since you were captured.
Grimnir looks at the group. They have been wearing old clothes for days, all dusty and torn at some places.
"Well, I think this gentleman is right. I'd say we stop by a tailor and then book a room at the Inn. The other guy recommended "the Dish and Spoon"."
With a big friendly slap on Eldeth shoulder, Grimnir adds: "Eldeth, it would be an honour to accompany you to your home. I grew up in a monastery and I always wanted to see a Dwarves Undergound city. Let's give us one or two nights to tend to our wounds, have the audience with whoever is in charge here and to prepare our bags, then we can leave." And with a malicious smile, he adds: "Let's not forget that we are Dwarves as well, it is a duty to test the Ale in every city we come by."
Eldeth sighs at first, but then smiles at Grimnir. "Aye, we could all use a hot bath and a good mug of ale. I don't remember the last time I had a proper drink. But let's not tarry too long. I have to get word to Bruenor."The Halfling knights seems satisfied and he gives you directions to the Dish and Spoon, the traders market, and the conclave, while also promising to send word to the inn as soon as he hears from the Grand Marshall. You stable Zippy and Elkapone, and enter the city.
You travel through the shining streets, next to tall slender buildings of finely carved wood. There are many people going about their daily business, selling wares, moving goods, patrolling the streets. In addition to residences and shops, you see several temples to various gods. You come at last to a large building with a sign out front. On the sign is the image of a plate and a spoon with arms and legs. They are holding hands and appear to be running. This seems to be the place.
Inside you are greeted warmly by the copper dragonborn innkeeper, Grella. She wears a slightly dirty apron and looks upon you with kind eyes. She sets you up with a room for each of you at the reasonable cost of 2 GP a night. Meals are provided in the common room, and are included in your stay. The rooms are elegant, but simple, consisting of a single bed, a closet and trunk for storage, and a desk with parchment, pens, ink, and other writing implements. There are a couple of wash rooms that the residents must share. They are not currently in use. As you get settled into your rooms, the sun is setting, casting a glow across the city, igniting the lights of the towers across the town in a brilliant light.
You don't have to wait long for a response from the High Marshall, as a courier comes that night with a missive from the High Palace. However, it simply states that the High Marshall has agreed to hear your story on the morning after tomorrow, and you are you to only come to the palace at that time. Feeling it best to abide by the request, you have a night and a full day of time to explore or take care of business in Silverymoon.
(OOG Okay, so, to help keep us from stagnating in Silverymoon, I want each of you to take one full post, or more if needed, to tell me what you want to accomplish/do/find in the city while you await your audience with High Marshall Methrammar Aerasumé. I'll respond to each, or we can reconcile what happens in discord, and post the results here.)
Grimnir spends the first night drinking ales and listening to what is happening in this city, before heading for his comfortable bed. Finally, some rest. They are back on the surface, the drows menace has been dealt with, the Demons left behind for now…the group needed that spare time.
The following day, Grimnir gets up early and, after a good breakfast, decides to walk the street on his own. He is securing his belonging in his bag of holding; city usually comes with small street thieves. The smell of good ale, baking bread and other exotic food makes him happy. He did missed this. Passing by a window, Grimnir sees a reflection of himself and realises how worn are his clothes. He stops by the tailor and buys a new monk robe, bright green with a hood, very comfortable and allowing him to run without any problems as well as a new pair of sandals.
Wandering through the street, Grimnir is in awe by the architecture of this city, tall wooden construction, the elvish style. He can now feel the tension, from being chased and being constantly in the dark, disappearing. Peace at last.
After lunch, Grimnir spends some time at the Conclave libraries and gather as much information he can from 2 topics: “Demons and the Underdark” (to gather information and “How to train a Basilisk” (buying a book on basilisks if possible). Close-by, he notices a mapmaker and asks from a map of the North of the Sword of Coast, to plan their next journey, as well as any map of the Underdark if there is any.
Before heading back to the Inn for the second night, Grimnir strolls in the city in the search of a place where to commune with the nature, if possible meeting with a Druid who could explain his awakening.
OOC: so buying: 2 days at the Inn (2gp) + a new robe (traveller clothes 2gp) + maps and books (?gp)
Brox stables Elkapone at the official town stable. Then she looks around. Two panthers, one elephant, and a curious looking carrion crawler. Brox concentrates for a moment, remembering the spell that she used to often, the first one she ever learned, how to talk to animals in the forest. She calms her nerves, then she approaches the animals one by one, starting with some of the horses, ending with the carrion crawler. She holds Dawnbringer unsheathed to translate if necessary.
I am a friend. You must have felt that nature is out of sync. What have you seen that was different? That scared or worried you? I want to help.
Then she follows her friends to the Inn. She enjoys a good beer as much as the two dwarves. And she even drinks more than them. But the next morning, she feels that her constitution is no match for them. When she hears Grimnir leave with a happy whistle on his lips, she is only able to turn around and hide her hammering head under the bed covers. Way after midday she makes her way out of her room and into town. Slowly, memories return to her, to a time long past, when her father would take her to town, to go to the temple. She follows the winding paths and admires the intricate architecture. Until she reaches the shrine to Silvanus. She lowers her head and speaks a prayer.
I am here. I followed your request and brought light to the underdark. But this is much worse than I was aware. I am awaiting your further guidance. Thank you for choosing me. May the light always shine.
She looks around, trying to speak to a priest.
When the sun sinks again, Brox follows the hidden signs left by the followers of the Emerald Enclave. She finds a member, and asks for a job, but also tells the Enclave about what they saw in the Underdark. She speaks about the Pudding King and tells the story about what the others encountered at the Mushroom Court.
Then she heads back to spend another night at the Tavern. Listening and laughing with the people around her until the early hours of the morning, talking them into telling her their fears and their worries.
Grimnir spends the first night drinking ales and listening to what is happening in this city, before heading for his comfortable bed. Finally, some rest. They are back on the surface, the drows menace has been dealt with, the Demons left behind for now…the group needed that spare time.
The following day, Grimnir gets up early and, after a good breakfast, decides to walk the street on his own. He is securing his belonging in his bag of holding; city usually comes with small street thieves. The smell of good ale, baking bread and other exotic food makes him happy. He did missed this. Passing by a window, Grimnir sees a reflection of himself and realises how worn are his clothes. He stops by the tailor and buys a new monk robe, bright green with a hood, very comfortable and allowing him to run without any problems as well as a new pair of sandals.
Wandering through the street, Grimnir is in awe by the architecture of this city, tall wooden construction, the elvish style. He can now feel the tension, from being chased and being constantly in the dark, disappearing. Peace at last.
After lunch, Grimnir spends some time at the Conclave libraries and gather as much information he can from 2 topics: “Demons and the Underdark” (to gather information and “How to train a Basilisk” (buying a book on basilisks if possible). Close-by, he notices a mapmaker and asks from a map of the North of the Sword of Coast, to plan their next journey, as well as any map of the Underdark if there is any.
Before heading back to the Inn for the second night, Grimnir strolls in the city in the search of a place where to commune with the nature, if possible meeting with a Druid who could explain his awakening.
OOC: so buying: 2 days at the Inn (2gp) + a new robe (traveller clothes 2gp) + maps and books (?gp)
The talk about town is varied. There are many travelers here from across the realm doing business and passing through. It wasn't too long ago that a dragon cult tried to raise Tiamat from the Nine Hells, but a small group of adventurers was able to stop the Red Wizards at a place known as the Well of Dragon before they could accomplish their dire task. No one seems to be talking about demons, or what may be going on below their feet. You even question a few people about it, and get a few blank stares.
You go to the Conclave and do some perusing of books in the library. You find many tomes on the study and classification of demons. It's fairly complex and not that interesting to read. Belwar might be interested in it however, as he has made studying demons a part of his research. He may even have read some of these books. You find the one that seems to have the widest amount of information in it, a Compendium on the History of Demonic Activity in the Underdark, written by a deep gnome author named Grestelwen. You also find a book on the living and mating habits of Basilisks. Basilisks in Their Natural Habitat, by human explorer Johan Johansen. It doesn't have specific information about training basilisks, but it does talk about how they raise their young. Along with the books, you easily find a cartographer selling local maps of the Sword Coast. All told you buy the books and map for 5 GP total.
Later as you contemplate your druidic powers and how you came by them, you run into Brox who is on her way to meet with the Emerald Enclave, and suggests they may be able to assist in your learning and training. She shows you the hidden paths, and you find a small group of druids in one of the local parks of Silverymoon. You talk and have a light meal with them, discussing how nature surrounds us, from the deep earth, to the skies above, and that power can come from even the smallest places, such as the spores you have learned to control. They listen with fascination to your tales of the Myconid. They also are interested in the larger story of your journey and agree to take this information to their faction leaders.
When you make your goodbyes, you find your way back to the main streets of the city, and probably to a few good breweries before setting back in at the Dish and Spoon for the evening.
Brox stables Elkapone at the official town stable. Then she looks around. Two panthers, one elephant, and a curious looking carrion crawler. Brox concentrates for a moment, remembering the spell that she used to often, the first one she ever learned, how to talk to animals in the forest. She calms her nerves, then she approaches the animals one by one, starting with some of the horses, ending with the carrion crawler. She holds Dawnbringer unsheathed to translate if necessary.
I am a friend. You must have felt that nature is out of sync. What have you seen that was different? That scared or worried you? I want to help.
Then she follows her friends to the Inn. She enjoys a good beer as much as the two dwarves. And she even drinks more than them. But the next morning, she feels that her constitution is no match for them. When she hears Grimnir leave with a happy whistle on his lips, she is only able to turn around and hide her hammering head under the bed covers. Way after midday she makes her way out of her room and into town. Slowly, memories return to her, to a time long past, when her father would take her to town, to go to the temple. She follows the winding paths and admires the intricate architecture. Until she reaches the shrine to Silvanus. She lowers her head and speaks a prayer.
I am here. I followed your request and brought light to the underdark. But this is much worse than I was aware. I am awaiting your further guidance. Thank you for choosing me. May the light always shine.
She looks around, trying to speak to a priest.
When the sun sinks again, Brox follows the hidden signs left by the followers of the Emerald Enclave. She finds a member, and asks for a job, but also tells the Enclave about what they saw in the Underdark. She speaks about the Pudding King and tells the story about what the others encountered at the Mushroom Court.
Then she heads back to spend another night at the Tavern. Listening and laughing with the people around her until the early hours of the morning, talking them into telling her their fears and their worries.
Brox, you talk to a few of the animals. Animals, unlike people, communicate much more through their body language than through the noise of their voices, so you've found them often easier to understand. Dawnbringer is able to convey what sounds they do make, and through talking to them, you learn the following. Most of the horses are content to eat hay and wait on their riders to return. They hail from all corners of the Sword Coast, and none of them have any particular information. The elephant is curious about you. It seems to have come from the furthest away, and speaks of exotic locales, but nothing about demons. The panthers are different. It seems they both belong to a drow adventurer (OOC No, not that drow adventurer) and have done some traveling in the Underdark. They recount to you a tale of a being overrun by fleeing Kua-Toa as they traveled near the Underdark. They were nearly trampled as the fish people ran from their city in mass exodus. They did not pursue them, nor go into the city, as their master felt it best not to go where others fled. When you finally talk to the carrion crawler, it looks at you in a familiar sense. It doesn't say much, but you can tell it is well trained, as it remains completely calm in your presence.
At the shrine of Silvanus, the first moment of peace since you left on your adventure washes over you. As you pray, and speak with the local priests, you receive no visions, but you get a warm sense that you are on the right path, and should stick to it for now. You also have a pang homesickness and wonder how your family is doing nearby.
Later you meet Grimnir, wearing new robes and carrying a map case and some books. It seems he is eager to learn more about his druidic powers, and you offer to introduce him to the Emerald Enclave chapter in Silverymoon. When you traverse the paths to one of their gatherings in the local park you have a lengthy conversation about yours, and the others trials in the Underdark. The listen with great interest, and agree to speak with the elders of the enclave. Should you be needed, they will call on you. When you ask for work, they tell you that you should be resting after the ordeal you went through. If you need anything, you have but to trust in nature and the elements to care for you.
You return that evening with a greater sense of purpose and peace, but what awaits you is worrisome. The local gossip seems not to care at all for what is happening below their feet, trending more towards frivolous cares and concerns of the day to day. You worry about your family, and what they might be doing, and if you should warn them of the demons. When you go to sleep that night, you have a vision from Silvanus that shows a gathering of people within a great hall to discuss the demonic invasion. And then a calming voice from your god telling you over and over again. Patience. Patience.
This post has potentially manipulated dice roll results.
Oorr firstly takes Zippy to the stables and advise him to take this chance to know the surface world, listen and seeing. Also, he asks Zippy to not eat the other animals. Only rats, if he sees any, but Oorr is going to take him some meat later.
Oorr will ask around if there are any trainer of birds of prey. These animals are the only ones who can reach the Star Mounts and try to get word to his people. A druid or cleric in the city may almost certainly be able to cast a spell to magically send the bird to the right destination. Oorr is not sure there are any Aarakocra left on those peaks, but it is worth a try. The message explains briefly the Underdark situation of demons and if is there any clue on the location of the Rod of the Seven Parts, the ancient artefact of the Wind Dukes, a weapon against agents of chaos.
A look at the market is maybe worthwhile. A good magical scimitar will come in handy quite soon.
In the evening, the enjoyment of the party is not a thing Oorr does, but he decides his friend deserves a bit of celebration. After the party, Oorr will start cleaning his feathers scrupulously.
Oorr firstly takes Zippy to the stables and advise him to take this chance to know the surface world, listen and seeing. Also, he asks Zippy to not eat the other animals. Only rats, if he sees any, but Oorr is going to take him some meat later.
Oorr will ask around if there are any trainer of birds of prey. These animals are the only ones who can reach the Star Mounts and try to get word to his people. A druid or cleric in the city may almost certainly be able to cast a spell to magically send the bird to the right destination. Oorr is not sure there are any Aarakocra left on those peaks, but it is worth a try. The message explains briefly the Underdark situation of demons and if is there any clue on the location of the Rod of the Seven Parts, the ancient artefact of the Wind Dukes, a weapon against agents of chaos.
A look at the market is maybe worthwhile. A good magical scimitar will come in handy quite soon.
In the evening, the enjoyment of the party is not a thing Oorr does, but he decides his friend deserves a bit of celebration. After the party, Oorr will start cleaning his feathers scrupulously.
Zippy seems uncomfortable in the above ground places. He's not used to the feel of the sun, the bright lights, or the strange creatures that inhabit it. He's a good companion though, and abides by your instructions, though you sense him eyeing some of the smaller ponies in the stables. The stable hands assure they've seen a variety of mounts and bestial companions with the amount adventuring types that come through town. Zippy is in good hands.
Within the city, asking a few guards for directions, you are able to find a falconry club known as Skykings. Enthusiasts come here to train and offer the services of their falcons and other birds. After negotiating a short while you are able to get a letter sent to the Star Mounts for 2 gold pieces with the information above. The falconers take your information and inform you that once they receive word back, they'll send their own falcon directly to you with the response, no matter where you happen to be. So be on the look out for a messenger.
Magical weapons are hard to come by, even in large cities, but you peruse the markets anyway, if just to pass the time. You notice a small storefront at the edge of the market. It's not well trafficked, but you see a sign hanging out front that reads Martin's Mystical Miscellany. You enter cautiously, and an old gray haired gnome with thick glasses and wearing a heavy blue robe calls out to you from the front counter. "A customer! Well, welcome to my place. I'm Martin, have a look around, and we'll negotiate price on anything you find. Most of it's magical, so do be careful picking stuff up, and let me know if you need help." The shop is cluttered with books, scrolls, and jars containing odd looking items and liquids. There doesn't seem to be any rhyme or reason to the order of it. You find suits of armor hidden behind bags of yarn, and a few weapons hanging from the same hooks as a bouquets of plastic flowers.
To your surprise you do come across a scimitar. The hilt is silver, with a gold hand guard. It is sheathed in a leather scabbard. You carefully draw it and find a shining blade, sharp as if new. On the hand guard is a symbol that you can't quite make out. It appears to be a stylized eye, struck through with a lightning bolt. When you ask about it, Martin pipes up, "Oh yes, acquired that many years ago. In my younger days I was quite the explorer, you know. A friend of mine found it on the corpse of a gnoll in an underground cavern, and when he used it, he fought like a man possessed! Said it helped him keep his focus. He died not too long ago, and he entrusted it to me after he passed. I never used it, but put it up in my shop. Figured some enterprising young person such as yourself might put it to better use than this old gnome." He lowers his glasses slightly to look it over, then looks back up. "The price on this one is 500 gold pieces, friend."
"It seems a really good blade, master Martin," Oorr says, dropping the 500 gp requested by the gnome. "Please, tell me, where have your adventures led you back in the day?"
The gnome seems surprised at first when you proffer the coin. He raises an eyebrow at you, then quickly sweeps the coin beneath the counter into a lockbox. Presumably he was expecting to haggle a bit, but he quickly recovers. "Oho! I don't get the the chance to tell my tale that often. How long have you got?" He proceeds to regale you with many stories of his younger days, fighting beasts in caves, and rescuing both prince and princess from the tops of tall towers. Apparently he even made a journey to the city of Sigil and spent some time traversing the multi-plane. The stories are embellished, so you're certain some of it is hyperbole. He had 4 adventuring partners for much of his journeys. They called themselves The Revelers, and they seem to have had quite the career. Martin outlived most of them, and in his older days opened up this shop to sell the many magical objects they had collected over the years.
After spending as much time with the gnome as you can spare, you say your farewells, and take your new Scimitar back to the inn.
After saying farewell to Martin, Oorr will search for the city guard to give away some of his equipment as a donation. (The equipment consists of 2 shortswords, a rapier, a studded leather, 2 daggers and 1 heavy crossbow).
Later at the inn, Oorr unsheathes the scimitar. Quite remarkable, even for a magic sword. Even more than that, the sword seems to have a will its own. Oorr is drawn to the scimitar and the scimitar is drawn to Oorr..
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Grimnir Survival: 19
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
Brox survival: 12
Oorr, the area looks and feels very familiar to you, but you're having some trouble placing it. It seems your mind and senses are still addled by the long trek through the Underdark without a sky to guide you. In a similar fashion, Brox, you also find it familiar, but don't have the tracking skills to really gauge where you are.
Grimnir and Belwar compare notes. Belwar with his knowledge of the maps and books he's studied, and Grimnir with his new druidic connections. After conferring for some time, while Eldeth keeps interrupting impatiently, ("Jes poin the way to Gauntlgrym, it cannae be that hard?!"), the dwarf and gnome finally work out where are. The city ahead of you is Silverymoon. And the river that you are near that runs by it, is the River Rauvin.
You start to realize how close some of you are to home, with the Silver Marches just to the East, and the Star Mounts to the South.
(OOG YOU ARE HERE --> Red Dot)
Where to now?
Brox gets really excited when Grimnir points out where they came out of the Underdark. "On the other side of this river is Moonwood! That's where my parents live on a farm! It feels so good to leave the darkness behind, and I was underground only a short time. You all must feel so relieved!" Brox strokes the neck of Elkapone. "One day I'll show you my home." Then she turns to the others again. "Somehow I feel this is not over. We only escaped the evil, and maybe we slowed it down. But we didn't destroy it. Where can we get information about what is lurking beneath?"
"hummm... I propose we go to Silverymoon and have a few day to rest and plan our travel. I heard they a have fine wine over there. What do you say ?"
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 heard it is a beautiful city. Still a city, but it is wise to go there for now."
With a sigh of relief at finally seeing real civilization, you strike out towards the city, following the river.
It takes another two days, but you are well supplied with resources from your travels in the Underdark. As you get closer to the city, you see it shining in the evening sun. It is a stunning place of sweeping curves, soaring towers, and structures built into the living trees. The closer you get to the city, the more people you encounter as well. There are merchant boats on the river, and caravans along the roads. You join up with a caravan a short way from one of the main entrances. One of the traders tells you of the Dish and Spoon, a local inn and tavern if you're looking for a place to stay. If you're looking for anything else, you may try your luck at the Conclave, a collection of shops and businesses and libraries, such as the Map House, where you can find a plethora of information on current and past locations.
When you finally approach the city gates, several knights in gleaming silver armor check the carts and wares of the caravan. One of the knights, a halfling, approaches the five of you, a curious smile turning to a frown as he sees Zippy. "Hey now, hey now, wot have we got 'ere?" says the shining knight. He stops about 10 feet short of the steeder, cautious, but not afraid. "That's an interesting companion, ranger," he continues, directing his attention to Oorr. "Of course we get all types 'ere in Silverymoon... so what's your business in the Gem of the North... and is that beastie well trained?"
"Greetings, halfling in shining armour. This is Zippy, a very loyal and trusted friend. You will find no equal spider in the Realms. Speaking of the Realms, we are all in great danger. We were all prisoners of the dark elves not long ago. We got away, but during our journey to the surface, we discovered that a breach between the planes. Demons are all over the Underdark and it won't be long before they come here. Also, there are many good folks down there. We can't simply forget about this situation. Please, can you offer assistance and an audience with your... city-chief?"
If possible, I would like to try to take advantage of the feature:
Persuasion: 16
The crowd immediately around you goes a little quiet, and you get a few wild eyed stares form the merchants and other guards. The halfling seems to consciously close his mouth which had dropped open slightly at hearing your story.
"Uh, well, that is... quite the... tale. The city-chief, or rather, the High Marshall is Lord Methrammar Aerasumé. You'll find him in the High Palace in the eastern half of the city." While saying this, the guard points up to the right, and you can see a tall slender tower rising above the city skyline. "However you are all... well, let's just say you're travel worn. Why don't you set yourselves up at one of the local inns, get a hot meal and a hot bath, and I'll send word to the High Marshall of your request for an audience. You'll be summoned when he's ready to hear of your travels. Oh, and one other thing. As trusted as he may be, I'm afraid your... companion here will have to be stabled. The same goes for your Elk, my lady," he finishes, nodding at Brox and Elkapone.
The guard again swings a hand to his left, and not too far from the entrance you spot an official stable. Among the variety of horses, you also spot what appears to be at least two panthers, an elephant, and to your surprise, what appears to be a carrion crawler with a saddle on it. All of the animals seem well cared for, with more silver knights standing guard outside.
Eldeth turns to the rest of the group, "I know we just got back to civilization, but I'd really like to get back home to Gauntlgrym. I don't know this Lord Methrammar, but I do know that if I spoke to Bruenor, he'd listen! If it's all the same to ye lot, I'm going to find the inn, and then once I have a rest and a bath, I'll set off for home."
At the mention of home, each of you is struck with a slight melancholy feeling. You may have family, or a loved one, that might be missing you, and you want them to know you're alright. Or you may be wondering if your residence is even till in existence. It's been months since you were captured.
Grimnir looks at the group. They have been wearing old clothes for days, all dusty and torn at some places.
"Well, I think this gentleman is right. I'd say we stop by a tailor and then book a room at the Inn. The other guy recommended "the Dish and Spoon"."
With a big friendly slap on Eldeth shoulder, Grimnir adds:
"Eldeth, it would be an honour to accompany you to your home. I grew up in a monastery and I always wanted to see a Dwarves Undergound city.
Let's give us one or two nights to tend to our wounds, have the audience with whoever is in charge here and to prepare our bags, then we can leave." And with a malicious smile, he adds: "Let's not forget that we are Dwarves as well, it is a duty to test the Ale in every city we come by."
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
Eldeth sighs at first, but then smiles at Grimnir. "Aye, we could all use a hot bath and a good mug of ale. I don't remember the last time I had a proper drink. But let's not tarry too long. I have to get word to Bruenor." The Halfling knights seems satisfied and he gives you directions to the Dish and Spoon, the traders market, and the conclave, while also promising to send word to the inn as soon as he hears from the Grand Marshall. You stable Zippy and Elkapone, and enter the city.
You travel through the shining streets, next to tall slender buildings of finely carved wood. There are many people going about their daily business, selling wares, moving goods, patrolling the streets. In addition to residences and shops, you see several temples to various gods. You come at last to a large building with a sign out front. On the sign is the image of a plate and a spoon with arms and legs. They are holding hands and appear to be running. This seems to be the place.
Inside you are greeted warmly by the copper dragonborn innkeeper, Grella. She wears a slightly dirty apron and looks upon you with kind eyes. She sets you up with a room for each of you at the reasonable cost of 2 GP a night. Meals are provided in the common room, and are included in your stay. The rooms are elegant, but simple, consisting of a single bed, a closet and trunk for storage, and a desk with parchment, pens, ink, and other writing implements. There are a couple of wash rooms that the residents must share. They are not currently in use. As you get settled into your rooms, the sun is setting, casting a glow across the city, igniting the lights of the towers across the town in a brilliant light.
You don't have to wait long for a response from the High Marshall, as a courier comes that night with a missive from the High Palace. However, it simply states that the High Marshall has agreed to hear your story on the morning after tomorrow, and you are you to only come to the palace at that time. Feeling it best to abide by the request, you have a night and a full day of time to explore or take care of business in Silverymoon.
(OOG Okay, so, to help keep us from stagnating in Silverymoon, I want each of you to take one full post, or more if needed, to tell me what you want to accomplish/do/find in the city while you await your audience with High Marshall Methrammar Aerasumé. I'll respond to each, or we can reconcile what happens in discord, and post the results here.)
Grimnir spends the first night drinking ales and listening to what is happening in this city, before heading for his comfortable bed. Finally, some rest. They are back on the surface, the drows menace has been dealt with, the Demons left behind for now…the group needed that spare time.
The following day, Grimnir gets up early and, after a good breakfast, decides to walk the street on his own. He is securing his belonging in his bag of holding; city usually comes with small street thieves. The smell of good ale, baking bread and other exotic food makes him happy. He did missed this.
Passing by a window, Grimnir sees a reflection of himself and realises how worn are his clothes. He stops by the tailor and buys a new monk robe, bright green with a hood, very comfortable and allowing him to run without any problems as well as a new pair of sandals.
Wandering through the street, Grimnir is in awe by the architecture of this city, tall wooden construction, the elvish style. He can now feel the tension, from being chased and being constantly in the dark, disappearing. Peace at last.
After lunch, Grimnir spends some time at the Conclave libraries and gather as much information he can from 2 topics: “Demons and the Underdark” (to gather information and “How to train a Basilisk” (buying a book on basilisks if possible). Close-by, he notices a mapmaker and asks from a map of the North of the Sword of Coast, to plan their next journey, as well as any map of the Underdark if there is any.
Before heading back to the Inn for the second night, Grimnir strolls in the city in the search of a place where to commune with the nature, if possible meeting with a Druid who could explain his awakening.
OOC: so buying: 2 days at the Inn (2gp) + a new robe (traveller clothes 2gp) + maps and books (?gp)
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
Brox stables Elkapone at the official town stable. Then she looks around. Two panthers, one elephant, and a curious looking carrion crawler. Brox concentrates for a moment, remembering the spell that she used to often, the first one she ever learned, how to talk to animals in the forest. She calms her nerves, then she approaches the animals one by one, starting with some of the horses, ending with the carrion crawler. She holds Dawnbringer unsheathed to translate if necessary.
I am a friend. You must have felt that nature is out of sync. What have you seen that was different? That scared or worried you? I want to help.
Then she follows her friends to the Inn. She enjoys a good beer as much as the two dwarves. And she even drinks more than them. But the next morning, she feels that her constitution is no match for them. When she hears Grimnir leave with a happy whistle on his lips, she is only able to turn around and hide her hammering head under the bed covers. Way after midday she makes her way out of her room and into town. Slowly, memories return to her, to a time long past, when her father would take her to town, to go to the temple. She follows the winding paths and admires the intricate architecture. Until she reaches the shrine to Silvanus. She lowers her head and speaks a prayer.
I am here. I followed your request and brought light to the underdark. But this is much worse than I was aware. I am awaiting your further guidance. Thank you for choosing me. May the light always shine.
She looks around, trying to speak to a priest.
When the sun sinks again, Brox follows the hidden signs left by the followers of the Emerald Enclave. She finds a member, and asks for a job, but also tells the Enclave about what they saw in the Underdark. She speaks about the Pudding King and tells the story about what the others encountered at the Mushroom Court.
Then she heads back to spend another night at the Tavern. Listening and laughing with the people around her until the early hours of the morning, talking them into telling her their fears and their worries.
The talk about town is varied. There are many travelers here from across the realm doing business and passing through. It wasn't too long ago that a dragon cult tried to raise Tiamat from the Nine Hells, but a small group of adventurers was able to stop the Red Wizards at a place known as the Well of Dragon before they could accomplish their dire task. No one seems to be talking about demons, or what may be going on below their feet. You even question a few people about it, and get a few blank stares.
You go to the Conclave and do some perusing of books in the library. You find many tomes on the study and classification of demons. It's fairly complex and not that interesting to read. Belwar might be interested in it however, as he has made studying demons a part of his research. He may even have read some of these books. You find the one that seems to have the widest amount of information in it, a Compendium on the History of Demonic Activity in the Underdark, written by a deep gnome author named Grestelwen. You also find a book on the living and mating habits of Basilisks. Basilisks in Their Natural Habitat, by human explorer Johan Johansen. It doesn't have specific information about training basilisks, but it does talk about how they raise their young. Along with the books, you easily find a cartographer selling local maps of the Sword Coast. All told you buy the books and map for 5 GP total.
Later as you contemplate your druidic powers and how you came by them, you run into Brox who is on her way to meet with the Emerald Enclave, and suggests they may be able to assist in your learning and training. She shows you the hidden paths, and you find a small group of druids in one of the local parks of Silverymoon. You talk and have a light meal with them, discussing how nature surrounds us, from the deep earth, to the skies above, and that power can come from even the smallest places, such as the spores you have learned to control. They listen with fascination to your tales of the Myconid. They also are interested in the larger story of your journey and agree to take this information to their faction leaders.
When you make your goodbyes, you find your way back to the main streets of the city, and probably to a few good breweries before setting back in at the Dish and Spoon for the evening.
Brox, you talk to a few of the animals. Animals, unlike people, communicate much more through their body language than through the noise of their voices, so you've found them often easier to understand. Dawnbringer is able to convey what sounds they do make, and through talking to them, you learn the following. Most of the horses are content to eat hay and wait on their riders to return. They hail from all corners of the Sword Coast, and none of them have any particular information. The elephant is curious about you. It seems to have come from the furthest away, and speaks of exotic locales, but nothing about demons. The panthers are different. It seems they both belong to a drow adventurer (OOC No, not that drow adventurer) and have done some traveling in the Underdark. They recount to you a tale of a being overrun by fleeing Kua-Toa as they traveled near the Underdark. They were nearly trampled as the fish people ran from their city in mass exodus. They did not pursue them, nor go into the city, as their master felt it best not to go where others fled. When you finally talk to the carrion crawler, it looks at you in a familiar sense. It doesn't say much, but you can tell it is well trained, as it remains completely calm in your presence.
At the shrine of Silvanus, the first moment of peace since you left on your adventure washes over you. As you pray, and speak with the local priests, you receive no visions, but you get a warm sense that you are on the right path, and should stick to it for now. You also have a pang homesickness and wonder how your family is doing nearby.
Later you meet Grimnir, wearing new robes and carrying a map case and some books. It seems he is eager to learn more about his druidic powers, and you offer to introduce him to the Emerald Enclave chapter in Silverymoon. When you traverse the paths to one of their gatherings in the local park you have a lengthy conversation about yours, and the others trials in the Underdark. The listen with great interest, and agree to speak with the elders of the enclave. Should you be needed, they will call on you. When you ask for work, they tell you that you should be resting after the ordeal you went through. If you need anything, you have but to trust in nature and the elements to care for you.
You return that evening with a greater sense of purpose and peace, but what awaits you is worrisome. The local gossip seems not to care at all for what is happening below their feet, trending more towards frivolous cares and concerns of the day to day. You worry about your family, and what they might be doing, and if you should warn them of the demons. When you go to sleep that night, you have a vision from Silvanus that shows a gathering of people within a great hall to discuss the demonic invasion. And then a calming voice from your god telling you over and over again. Patience. Patience.
Oorr firstly takes Zippy to the stables and advise him to take this chance to know the surface world, listen and seeing. Also, he asks Zippy to not eat the other animals. Only rats, if he sees any, but Oorr is going to take him some meat later.
Oorr will ask around if there are any trainer of birds of prey. These animals are the only ones who can reach the Star Mounts and try to get word to his people. A druid or cleric in the city may almost certainly be able to cast a spell to magically send the bird to the right destination. Oorr is not sure there are any Aarakocra left on those peaks, but it is worth a try. The message explains briefly the Underdark situation of demons and if is there any clue on the location of the Rod of the Seven Parts, the ancient artefact of the Wind Dukes, a weapon against agents of chaos.
A look at the market is maybe worthwhile. A good magical scimitar will come in handy quite soon.
In the evening, the enjoyment of the party is not a thing Oorr does, but he decides his friend deserves a bit of celebration. After the party, Oorr will start cleaning his feathers scrupulously.
d12 = 7
Zippy seems uncomfortable in the above ground places. He's not used to the feel of the sun, the bright lights, or the strange creatures that inhabit it. He's a good companion though, and abides by your instructions, though you sense him eyeing some of the smaller ponies in the stables. The stable hands assure they've seen a variety of mounts and bestial companions with the amount adventuring types that come through town. Zippy is in good hands.
Within the city, asking a few guards for directions, you are able to find a falconry club known as Skykings. Enthusiasts come here to train and offer the services of their falcons and other birds. After negotiating a short while you are able to get a letter sent to the Star Mounts for 2 gold pieces with the information above. The falconers take your information and inform you that once they receive word back, they'll send their own falcon directly to you with the response, no matter where you happen to be. So be on the look out for a messenger.
Magical weapons are hard to come by, even in large cities, but you peruse the markets anyway, if just to pass the time. You notice a small storefront at the edge of the market. It's not well trafficked, but you see a sign hanging out front that reads Martin's Mystical Miscellany. You enter cautiously, and an old gray haired gnome with thick glasses and wearing a heavy blue robe calls out to you from the front counter. "A customer! Well, welcome to my place. I'm Martin, have a look around, and we'll negotiate price on anything you find. Most of it's magical, so do be careful picking stuff up, and let me know if you need help." The shop is cluttered with books, scrolls, and jars containing odd looking items and liquids. There doesn't seem to be any rhyme or reason to the order of it. You find suits of armor hidden behind bags of yarn, and a few weapons hanging from the same hooks as a bouquets of plastic flowers.
To your surprise you do come across a scimitar. The hilt is silver, with a gold hand guard. It is sheathed in a leather scabbard. You carefully draw it and find a shining blade, sharp as if new. On the hand guard is a symbol that you can't quite make out. It appears to be a stylized eye, struck through with a lightning bolt. When you ask about it, Martin pipes up, "Oh yes, acquired that many years ago. In my younger days I was quite the explorer, you know. A friend of mine found it on the corpse of a gnoll in an underground cavern, and when he used it, he fought like a man possessed! Said it helped him keep his focus. He died not too long ago, and he entrusted it to me after he passed. I never used it, but put it up in my shop. Figured some enterprising young person such as yourself might put it to better use than this old gnome." He lowers his glasses slightly to look it over, then looks back up. "The price on this one is 500 gold pieces, friend."
"It seems a really good blade, master Martin," Oorr says, dropping the 500 gp requested by the gnome. "Please, tell me, where have your adventures led you back in the day?"
The gnome seems surprised at first when you proffer the coin. He raises an eyebrow at you, then quickly sweeps the coin beneath the counter into a lockbox. Presumably he was expecting to haggle a bit, but he quickly recovers. "Oho! I don't get the the chance to tell my tale that often. How long have you got?" He proceeds to regale you with many stories of his younger days, fighting beasts in caves, and rescuing both prince and princess from the tops of tall towers. Apparently he even made a journey to the city of Sigil and spent some time traversing the multi-plane. The stories are embellished, so you're certain some of it is hyperbole. He had 4 adventuring partners for much of his journeys. They called themselves The Revelers, and they seem to have had quite the career. Martin outlived most of them, and in his older days opened up this shop to sell the many magical objects they had collected over the years.
After spending as much time with the gnome as you can spare, you say your farewells, and take your new Scimitar back to the inn.
After saying farewell to Martin, Oorr will search for the city guard to give away some of his equipment as a donation. (The equipment consists of 2 shortswords, a rapier, a studded leather, 2 daggers and 1 heavy crossbow).
Later at the inn, Oorr unsheathes the scimitar. Quite remarkable, even for a magic sword. Even more than that, the sword seems to have a will its own. Oorr is drawn to the scimitar and the scimitar is drawn to Oorr..