As his "Circle" nods, Grimnir sits quietly and take his Crystal Ball of True Seeing. After asking around for information about his targets, Grimnir try to focus and scy Ghazrim DuLoc and his environment.
WIS DC17
OOC: you have +3 on the save due to "Secondhand (you have heard of the target) +5" and "Likeness or picture -2"
Grimnir, you peer into the crystal ball, and see nothing at first. A moment later the fog inside the ball clears, and you see a darkened cavern. As you peer closer, you mind and vision seems to merge with the crystal and suddenly you are peering out over a room, as if you were there.
You seem to be in a large warehouse. There are rows of iron sheds inside this warehouse, each with metal doors. On those doors are painted a number, and as you come into focus you see a darker skinned man in fine robes, coming out of a shed with a large number '9' painted it. He locks the door with a key which is attached to a chain on his neck, and then tucks the key into his tunic.
He turns around from the door, looking in your direction, and then startles, "Aghghgh! You really shoudn't sneak up on people like that!"he yells.
As you start to wonder if he's talking to you, another figure comes into view from behind. It is a beholder, but it seems to be scarred, and missing some eye stalks. It floats near to the man, and says, "Sorry Ghazrim... just making my rounds. We can't be too careful what with the Duergar and Svirfneblin enclaves fighting now." Ghazrim nods, and then begins to walk away from the shed. The beholder hovers along with him, and you watch and follow from about 10 feet behind.
"Yes, of course, Lorthuun, you're right. That's probably what has me on edge. Did you hear that the Duergar have captured Yantha? What could she possibly have done to them!? Regardless, we have to take steps to protect what the Zhentarim have built here. This trading post is too important to our operations. That's why I've arranged a meeting." Lorthuun swivels his large eye towards Ghazrim, raising it in a questioning manner."Yes, I'm talking about the Drow. They think we can capitalize on this little war, and take over the operations ourselves, splitting it 2 ways instead of 4. I've agreed to the meeting with Sirak, but I'm not making any promises."
Lorthuun hovers along in silence as they two approach a large set of double doors that lead out of the warehouse, before he says, "Well, I'll round up the guards. Just let us know when you're ready to meet."
"Thanks, Lorthuun, but it will be a few days. Just, you know, keep an eye out," says Ghazrim, chuckling at his joke, while Lorthuun rolls his giant eye and all four of his remaining eye stalks. Then Ghazrim heads out the double doors, leaving the warehouse behind.
You catch a glimpse of tents and tables set outside the entrance of the warehouse. Ghazrim seems to busy himself with papers and other things as your vision begins to fade. Just as it does, you see what looks like an ominous statue perching at the edge of a building, staring in Ghazrim's direction.
Grimnir wakes up from his meditation and sees his friends looking at him. “ Well, that was weird, but really helpful” He then take his time to describe everything he saw to his friends.
The fact that there seems to be some tensions maybe a fight at the trading post between enclave (draws, duergars, svirfneblin …the 4rth be maybe the Zhentarim. Ghazrim seems to try to manipulate the people, meeting with a drow - Sirak ? - in a few days. He is also friends with a beholder.
"Hummm, we need to be on on guard, it seems we are walking into an hornet's nest."
Again, you peer into the crystal ball, and you see images start to blur and focus inside, and the more in focus it becomes the further you are drawn into the scene. Suddenly you are in a dark hallway following a hooded humanoid figure. They move quickly through the tunnels for a few minutes, slowing down as they near an opening. You hear noise, and commotion coming from up ahead, and just before they exit, the figure looks behind themselves, and you see a female drow's face. She carefully surveys the area round her, then pulls her hood up more, and exits the tunnel into what appears to be a makeshift bazaar. Mostly drow, but a few other underdark races are trading goods and weapons. The drow herself purchases a few daggers. As you scrying time reaches a close, she leaves the bazaar and heads down another tunnel. She emerges on the outskirts of a massive underground city. And then the vision fades.
Grimnir describes the best he can what he saw. "Well, she is alive. In a very large underground city that I have never seen before, full of drows..." Grimnir, exhausted by the scrying "I think I need to give it a stop, it makes me dizzy a bit. I can try again tomorrow if you want. We should move."
After taking some time to refresh the troops, recover from Grimnir's visions, and resupply, you bid the myconid farewell. Basidia sends you with Hendrix, to safely guide you around the Neverlight Grove, and promises to send word should anything change in the area.
You travel for two days before Hendrix leaves you, and the Zhentarim scouts pick up their trail again to lead to Mantol-Derith. As you get to the end of your 26th day in the Underdark, you find another one of those strange demonic warning signs.
Familiar with what this means, you pass the area cautiously, and try to find a place to camp. Still, with this large of a group, it takes time, and you begin to see strange occurrences among your ranks...
(OOG Let's have some fun... Everyone roll a DC 12 wisdom saving through for yourself, and all of your NPCs!)
Oorr, once the camp is set, begins to fly around, to check if everyone is doing fine and to see the shift for the guard. He finishes this round to his friend, he had to tell them something but he can't remember. There is something in Brox's eyes... which makes Oorr laugh maniacally!
Aera frozes up next on Belwar's Sheild Guardian and doesn't move for several minutes, likely wondering why she accepted to come down here. Oorr, thinking she has died, starts weeping like a wet little bird "Why, why did you do this to me?"
Aligor was about to eat a sandwich, but the sudden headache impedes him to bite. Primwin screams at the scene, thinking the sandwich to be a demon, and demanding Gorath to take care of it. Gorath does it without blinking, taking the sandwich and smashing it with the mace. Salyira stands there bored.
The whole group is advancing when Grimnir hears some commotion. Anzar the Brazen breaks free of the group and wanders. “By Mystra, this is beautiful ! Can you all see there, majestic blue mushrooms, and there a deer with a little squirrel. Ohhh, they are actually playing chess. Can’t you see ? Let’s stay here for a while ?”
Grimnir arrives and tries to reason with him, but only hears some strange noise coming out of his mouth. Another guard close to him, speak up but only babbling noise are heard. They both look at each other, surprised, and start to look at each other throats and mouth to understand what is going on. After a minute or two, everything return to normal. The three characters go back in the group.
“I’ll never get used to this thing. We need to put an end to this madness…” says Grimnir under his beard.
Brox sees Oorr breaking down and weeping and cannot stop herself from joining him. "What has the world become? How can I make a difference? How can I bring the light?" She sinks to the ground and pulls herself into a foetal position, weeping uncontrollably. One of her crew, Elias, a Veteran of the Gauntlet, who has seen many a battle, looks at her laughing, not being able to stop or to control himself. Griswalla, an Emerald Enclave Scout, looks up at the stars and the moon, the most vivid display of the firmament she has ever seen. Tamryn becomes frightened and runs away from the group, further along into the tunnels. Thargus just sinks to the floor and watches the scene unfolding, unable to move. Thora watches without being able to move her feet. She is stunned.
As the moment of madness passes, everyone comes to their senses. Some of the group seems unnerved at the experience, though the four of you immediately recognize the effects as that of the faerzress. It seems like the presence is heavier than you remember, whether that is due to the passage of time, or just this particular area of the Underdark, you aren't sure. After reassuring everyone, you continue on your way, following the Zhentarim scouts.
You pass a few more days of tunnels, fungus, and faerzress, until the scouts inform you that you are nearing Mantol-Derith. This area of the Underdark seems cool, damp, and you run across more than a few streams and water ways as you get closer to the town. Aligor approaches Oorr, and provides a map of the city, showing him where they will enter in through secret tunnels only the Zhentarim know about. You enter into a subterranean rift, and wind your way up the side along a narrow trail. At the top is a door, hidden from view of anyone who wouldn't know the trail. (Area 1a)
Aligor approaches the door, and whispers a word in the deep gnome language: "im'yat" The door slides open revealing a 20 foot wide tunnel stretching East. He beckons the entire group to follow, and leads them down the tunnel. Aligor explains that there are several hidden entrances to Mantol-Dereth. Each of them is locked with an Arcane lock keyed to that particular door. This is the entrance the Zhentarim most often use. If you speak the wrong word, or try to open the door any other way, there is a deadly defense that will spring to life.
After everyone has entered the tunnel, Aligor leads you to another door. (Area 1b) At this door, Aligor speaks a word in the drow language: "belaern" and the door opens. Finally he leads everyone into a trench in the middle of what looks like a large encampment. Aligor nods to Oorr. This is Mantol-Dereth. Based on what you've heard, things could be dangerous, so best to be on your guard.
The trench itself stretches from the northermost area of the town to the southernmost area, where you see another door similar to the ones you just came through. In the middle of the trench (Area 2) is a platform of shattered crystal. Around this platform appear to be 4 lifts which can be used to move people out of the trench and up onto the main level of the town.
Grimnir will use his rapport spores. His voice softly resonates in his friend's head. “There, it might be useful to communicate telepathically between us here I think, there s lot of ears around.”
Then speaking out loud so his fellow soldier can hear him. "Well, we made it here. We need to find now Ghazrim DuLoc, who will tell us how to access the Stone Giant Library of Gravenhollow. Maybe the Zhentarim can help? Members of the Lord's Alliance, can you meet the population and get the rumours around here?"
"Very well, Aligor. I thank you all for getting us here. What can you tell of this place? Who are players here?"
Aligor will inform you that Mantol-Derith is usually a bastion of trade. Four enclaves traffic goods from all over the Underdark, and from the surface world. The Zhentarim enclave has an outpost in the SW (Area 7). The Drow enclave's warehouse is in the NW (Area 4), the Svirfneblin enclave is to the NE (Area 6), and the Duergar have a warehouse in the SE (Area 5). Most of the trading is done in the central markets (Area 3). He would normally expect the markets to be noisy around this time of day, but it's awfully quiet. Based on what Grimnir reported earlier, something strange is happening. Finally he suggests making your way to the Zhentarim Enclave (Area 7) to find Ghazrim.
While Grimnir is handing out orders, and Oorr is talking to Aligor, a huge explosion rocks the cavern. Bits of earth and rock tumble down the side of the trench you are standing in. You hear noises, loud voices, and the clanging of weapons coming from the east (Area 3b).
"What? I suggest we go checking with a small group: Grimnir, Brox, Belwar. Aligor, you are in charge until our return. Take everyone to the Zhentarim outpost. We will meet you there."
WIS Save: 11
Grimnir, you peer into the crystal ball, and see nothing at first. A moment later the fog inside the ball clears, and you see a darkened cavern. As you peer closer, you mind and vision seems to merge with the crystal and suddenly you are peering out over a room, as if you were there.
You seem to be in a large warehouse. There are rows of iron sheds inside this warehouse, each with metal doors. On those doors are painted a number, and as you come into focus you see a darker skinned man in fine robes, coming out of a shed with a large number '9' painted it. He locks the door with a key which is attached to a chain on his neck, and then tucks the key into his tunic.
He turns around from the door, looking in your direction, and then startles, "Aghghgh! You really shoudn't sneak up on people like that!" he yells.
As you start to wonder if he's talking to you, another figure comes into view from behind. It is a beholder, but it seems to be scarred, and missing some eye stalks. It floats near to the man, and says, "Sorry Ghazrim... just making my rounds. We can't be too careful what with the Duergar and Svirfneblin enclaves fighting now." Ghazrim nods, and then begins to walk away from the shed. The beholder hovers along with him, and you watch and follow from about 10 feet behind.
"Yes, of course, Lorthuun, you're right. That's probably what has me on edge. Did you hear that the Duergar have captured Yantha? What could she possibly have done to them!? Regardless, we have to take steps to protect what the Zhentarim have built here. This trading post is too important to our operations. That's why I've arranged a meeting." Lorthuun swivels his large eye towards Ghazrim, raising it in a questioning manner. "Yes, I'm talking about the Drow. They think we can capitalize on this little war, and take over the operations ourselves, splitting it 2 ways instead of 4. I've agreed to the meeting with Sirak, but I'm not making any promises."
Lorthuun hovers along in silence as they two approach a large set of double doors that lead out of the warehouse, before he says, "Well, I'll round up the guards. Just let us know when you're ready to meet."
"Thanks, Lorthuun, but it will be a few days. Just, you know, keep an eye out," says Ghazrim, chuckling at his joke, while Lorthuun rolls his giant eye and all four of his remaining eye stalks. Then Ghazrim heads out the double doors, leaving the warehouse behind.
You catch a glimpse of tents and tables set outside the entrance of the warehouse. Ghazrim seems to busy himself with papers and other things as your vision begins to fade. Just as it does, you see what looks like an ominous statue perching at the edge of a building, staring in Ghazrim's direction.
Grimnir wakes up from his meditation and sees his friends looking at him. “ Well, that was weird, but really helpful”
He then take his time to describe everything he saw to his friends.
The fact that there seems to be some tensions maybe a fight at the trading post between enclave (draws, duergars, svirfneblin …the 4rth be maybe the Zhentarim. Ghazrim seems to try to manipulate the people, meeting with a drow - Sirak ? - in a few days. He is also friends with a beholder.
"Hummm, we need to be on on guard, it seems we are walking into an hornet's nest."
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"The sooner, the better then. We can't risk the lose our trail."
"Please wait Oorr, this is really good intel. I have to check if I can locate Khaleesa, a missing agent from the Lord's Alliance..."
Grimnir sits down again and try to find Khaleesa's soul using his Crystal Ball of True Seeing.
WIS save DC17 (and you have +5 i think)
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
WIS Save: 13
Again, you peer into the crystal ball, and you see images start to blur and focus inside, and the more in focus it becomes the further you are drawn into the scene. Suddenly you are in a dark hallway following a hooded humanoid figure. They move quickly through the tunnels for a few minutes, slowing down as they near an opening. You hear noise, and commotion coming from up ahead, and just before they exit, the figure looks behind themselves, and you see a female drow's face. She carefully surveys the area round her, then pulls her hood up more, and exits the tunnel into what appears to be a makeshift bazaar. Mostly drow, but a few other underdark races are trading goods and weapons. The drow herself purchases a few daggers. As you scrying time reaches a close, she leaves the bazaar and heads down another tunnel. She emerges on the outskirts of a massive underground city. And then the vision fades.
Grimnir describes the best he can what he saw. "Well, she is alive. In a very large underground city that I have never seen before, full of drows..."
Grimnir, exhausted by the scrying "I think I need to give it a stop, it makes me dizzy a bit. I can try again tomorrow if you want. We should move."
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 taking some time to refresh the troops, recover from Grimnir's visions, and resupply, you bid the myconid farewell. Basidia sends you with Hendrix, to safely guide you around the Neverlight Grove, and promises to send word should anything change in the area.
You travel for two days before Hendrix leaves you, and the Zhentarim scouts pick up their trail again to lead to Mantol-Derith. As you get to the end of your 26th day in the Underdark, you find another one of those strange demonic warning signs.
Familiar with what this means, you pass the area cautiously, and try to find a place to camp. Still, with this large of a group, it takes time, and you begin to see strange occurrences among your ranks...
(OOG Let's have some fun... Everyone roll a DC 12 wisdom saving through for yourself, and all of your NPCs!)
WIS saves:
Oorr 8, Aera 11, Zhentarim 4 10 20 18 13 13 6 5
Madness table rolls:
Oorr 34 - Aera 8 - Aligor 85 - Gorath 73 - Primwin 68 - Saliyra 1
Oorr, once the camp is set, begins to fly around, to check if everyone is doing fine and to see the shift for the guard. He finishes this round to his friend, he had to tell them something but he can't remember. There is something in Brox's eyes... which makes Oorr laugh maniacally!
Aera frozes up next on Belwar's Sheild Guardian and doesn't move for several minutes, likely wondering why she accepted to come down here. Oorr, thinking she has died, starts weeping like a wet little bird "Why, why did you do this to me?"
Aligor was about to eat a sandwich, but the sudden headache impedes him to bite. Primwin screams at the scene, thinking the sandwich to be a demon, and demanding Gorath to take care of it. Gorath does it without blinking, taking the sandwich and smashing it with the mace. Salyira stands there bored.
WIS SAVE: Grimnir 16 ; Spies 7 12 12 ; Guards 19 17 11 17
Madness Grimnir: 35
Madness Anzar the Brazen: 17
Madness Splinter Darkmorn: 21
The whole group is advancing when Grimnir hears some commotion. Anzar the Brazen breaks free of the group and wanders. “By Mystra, this is beautiful ! Can you all see there, majestic blue mushrooms, and there a deer with a little squirrel. Ohhh, they are actually playing chess. Can’t you see ? Let’s stay here for a while ?”
Grimnir arrives and tries to reason with him, but only hears some strange noise coming out of his mouth. Another guard close to him, speak up but only babbling noise are heard. They both look at each other, surprised, and start to look at each other throats and mouth to understand what is going on.
After a minute or two, everything return to normal. The three characters go back in the group.
“I’ll never get used to this thing. We need to put an end to this madness…” says Grimnir under his beard.
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
WIS save Brox: 11 Emerald Enclave Scouts: 14, 14, 16, Veterans of the Gauntlet: 14, 10, 18, 20, 5,
Effects:
Brox: 95
Emerald Enclave: 69, 100
Gauntlet: 8, 40, 60
Brox sees Oorr breaking down and weeping and cannot stop herself from joining him. "What has the world become? How can I make a difference? How can I bring the light?" She sinks to the ground and pulls herself into a foetal position, weeping uncontrollably.
One of her crew, Elias, a Veteran of the Gauntlet, who has seen many a battle, looks at her laughing, not being able to stop or to control himself. Griswalla, an Emerald Enclave Scout, looks up at the stars and the moon, the most vivid display of the firmament she has ever seen. Tamryn becomes frightened and runs away from the group, further along into the tunnels. Thargus just sinks to the floor and watches the scene unfolding, unable to move. Thora watches without being able to move her feet. She is stunned.
As the moment of madness passes, everyone comes to their senses. Some of the group seems unnerved at the experience, though the four of you immediately recognize the effects as that of the faerzress. It seems like the presence is heavier than you remember, whether that is due to the passage of time, or just this particular area of the Underdark, you aren't sure. After reassuring everyone, you continue on your way, following the Zhentarim scouts.
You pass a few more days of tunnels, fungus, and faerzress, until the scouts inform you that you are nearing Mantol-Derith. This area of the Underdark seems cool, damp, and you run across more than a few streams and water ways as you get closer to the town. Aligor approaches Oorr, and provides a map of the city, showing him where they will enter in through secret tunnels only the Zhentarim know about. You enter into a subterranean rift, and wind your way up the side along a narrow trail. At the top is a door, hidden from view of anyone who wouldn't know the trail. (Area 1a)
Aligor approaches the door, and whispers a word in the deep gnome language: "im'yat" The door slides open revealing a 20 foot wide tunnel stretching East. He beckons the entire group to follow, and leads them down the tunnel. Aligor explains that there are several hidden entrances to Mantol-Dereth. Each of them is locked with an Arcane lock keyed to that particular door. This is the entrance the Zhentarim most often use. If you speak the wrong word, or try to open the door any other way, there is a deadly defense that will spring to life.
After everyone has entered the tunnel, Aligor leads you to another door. (Area 1b) At this door, Aligor speaks a word in the drow language: "belaern" and the door opens. Finally he leads everyone into a trench in the middle of what looks like a large encampment. Aligor nods to Oorr. This is Mantol-Dereth. Based on what you've heard, things could be dangerous, so best to be on your guard.
The trench itself stretches from the northermost area of the town to the southernmost area, where you see another door similar to the ones you just came through. In the middle of the trench (Area 2) is a platform of shattered crystal. Around this platform appear to be 4 lifts which can be used to move people out of the trench and up onto the main level of the town.
"Very well, Aligor. I thank you all for getting us here. What can you tell of this place? Who are players here?"
Grimnir will use his rapport spores. His voice softly resonates in his friend's head.
“There, it might be useful to communicate telepathically between us here I think, there s lot of ears around.”
Then speaking out loud so his fellow soldier can hear him. "Well, we made it here. We need to find now Ghazrim DuLoc, who will tell us how to access the Stone Giant Library of Gravenhollow. Maybe the Zhentarim can help? Members of the Lord's Alliance, can you meet the population and get the rumours around here?"
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
Aligor will inform you that Mantol-Derith is usually a bastion of trade. Four enclaves traffic goods from all over the Underdark, and from the surface world. The Zhentarim enclave has an outpost in the SW (Area 7). The Drow enclave's warehouse is in the NW (Area 4), the Svirfneblin enclave is to the NE (Area 6), and the Duergar have a warehouse in the SE (Area 5). Most of the trading is done in the central markets (Area 3). He would normally expect the markets to be noisy around this time of day, but it's awfully quiet. Based on what Grimnir reported earlier, something strange is happening. Finally he suggests making your way to the Zhentarim Enclave (Area 7) to find Ghazrim.
While Grimnir is handing out orders, and Oorr is talking to Aligor, a huge explosion rocks the cavern. Bits of earth and rock tumble down the side of the trench you are standing in. You hear noises, loud voices, and the clanging of weapons coming from the east (Area 3b).
"What? I suggest we go checking with a small group: Grimnir, Brox, Belwar. Aligor, you are in charge until our return. Take everyone to the Zhentarim outpost. We will meet you there."