I suggest we have the mushroom try to communicate with these clowns telepathically without giving our position away. Maybe poke around int heir heads a bit to try to figure out why they're acting so odd and why they can't be charmed.
The pebble that Elmo throws at the duerger bounces off the left shoulder of the one closest to him, with no noticeable effect. They don't seem to care about an insignificant pebble thrown by an insignificant halfling in an insignificant part of the cave. Or so Elmo is feeling when he gets no reaction...
I cast [Tooltip Not Found] to see if there are any fiends about or evil hiding here.
Divine sense
"As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest."
Upon casting Divine Sense, Gremryl is immediately wracked in pain at the overwhelming force of evil he's now aware of. Almost as if these motionless sentries are directly linked to an immensely powerful and ancient demon. Before your spell consumes your mind, you briefly understand the nature of these creatures - they are instructed to watch...and report...but to whom or what, you cannot fathom yet.
Falling to his knee and clutching his skull, still reeling with pain from being connected ever so briefly to that dark evil, Gremryl walks up to the duerger, in a non-threatening way, and feels almost a sadness for what they've become. Hollow shells of the dwarves they once were...They remain motionless, however from this close, Gremryl can see their eyes, or what remain of them, follow his movements. Gremryl also notices tiny spores growing out of the faces and skulls of the duerger. You suspect this may be the cause of their affliction. You also get the sense that touching them may not be the best of ideas.
I'll address the pacifist: "Well if you won't take up arms to help out your saviors, maybe you can still be useful to the team. Here, take my rope and go tie those goons up. I doubt they will resist you. It isn't violent so it shouldn't offend your fragile ******* sensitivities."
Elmo takes a closer look at the spores, while maintaining a relatively safe-ish distance in case they turn out to be infectious. Elmo has no desire to join their fate and serve whatever dark overlord their minds have been consumed by.
The spores themselves remind Elmo of Sarith, who he now remembers had tinier versions of these spores that had gone practically unnoticed.
"arrrrggghhhh...******* holy moradins balls!! these dark ones.. they be of no danger to us.. they be standing here like observing posts reporting to something evil... Evil beyond that drow standard.... Husks they be, soulless beings. As much as I despise these foul creatures, we best be on our way. They stand to report, and we shouldn't tary here.."
He takes a swig from a flagon of dwarven whiskey he had in his bag. and votes to move on.
"Ay, my gut tells me that nothing good can come from our sticking around..." Elmo takes a step or two, "Has anybody tried asking them anything? Maybe they can respond to us somehow. I think Gremryle or Stool, I think they would respond to you. I dont think these stiffs are appreciate fine halfling wit"
When asked, none of the NPC's know what these spores are, not even Stool who's your resident fungal expert.
Stool - "I'm scared of these duerger and their fungal infection! Can we please be on our way? Home is closer every day."
Buppido - "The way I see it, we either move along or fight them here and now. But for crying out loud, can we be on our way already?"
Shuushar - "We're only 3 days journey now from the Darklake and my village. It's clear they do not intend to fight us. I rather respect them for that."
“let’s move on then. I’ve traveled the Underdark. While I travel to rid this world of evil and find those who caused me pain... killing these remnants help us not.”
There's only one way forward...and you all carefully walk around the duerger, whose eyes all follow you intently as you make your way towards the exit on the other side of them. You find another area that looks suitable for taking a long rest after a long day's worth of travel and a precarious encounter with conduits to a darker force.
You all wake from your long rest, save Buppido who took the last watch. While your stats may have been refreshed, fatigue is setting in and your rations are beginning to run low. It's important that you arrive at Shuushar's village for a proper rest and reasonable comforts.
Walking the whole day, uneventfully, you come to another suitable location for rest. As you find a spot on the cavern floor to make camp for the night...
I suggest we have the mushroom try to communicate with these clowns telepathically without giving our position away. Maybe poke around int heir heads a bit to try to figure out why they're acting so odd and why they can't be charmed.
"Hold on lads, let me try something"
elmo throws a pebble at one of the dwarves from a safe distance to see if it gets any reaction.
The pebble that Elmo throws at the duerger bounces off the left shoulder of the one closest to him, with no noticeable effect. They don't seem to care about an insignificant pebble thrown by an insignificant halfling in an insignificant part of the cave. Or so Elmo is feeling when he gets no reaction...
Gremryl really hates duerger...
"this seems fishy! ******* gray ones.."
I cast [Tooltip Not Found] to see if there are any fiends about or evil hiding here.
Divine sense
"As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest."
Upon casting Divine Sense, Gremryl is immediately wracked in pain at the overwhelming force of evil he's now aware of. Almost as if these motionless sentries are directly linked to an immensely powerful and ancient demon. Before your spell consumes your mind, you briefly understand the nature of these creatures - they are instructed to watch...and report...but to whom or what, you cannot fathom yet.
Falling to his knee and clutching his skull, still reeling with pain from being connected ever so briefly to that dark evil, Gremryl walks up to the duerger, in a non-threatening way, and feels almost a sadness for what they've become. Hollow shells of the dwarves they once were...They remain motionless, however from this close, Gremryl can see their eyes, or what remain of them, follow his movements. Gremryl also notices tiny spores growing out of the faces and skulls of the duerger. You suspect this may be the cause of their affliction. You also get the sense that touching them may not be the best of ideas.
Well, since they know we are here...
I'll address the pacifist: "Well if you won't take up arms to help out your saviors, maybe you can still be useful to the team. Here, take my rope and go tie those goons up. I doubt they will resist you. It isn't violent so it shouldn't offend your fragile ******* sensitivities."
Id like to do an investigation check on those spores. A nature check or religion check my also yeild info fellas. Investigation check: 7
Elmo takes a closer look at the spores, while maintaining a relatively safe-ish distance in case they turn out to be infectious. Elmo has no desire to join their fate and serve whatever dark overlord their minds have been consumed by.
The spores themselves remind Elmo of Sarith, who he now remembers had tinier versions of these spores that had gone practically unnoticed.
"arrrrggghhhh...******* holy moradins balls!! these dark ones.. they be of no danger to us.. they be standing here like observing posts reporting to something evil... Evil beyond that drow standard.... Husks they be, soulless beings. As much as I despise these foul creatures, we best be on our way. They stand to report, and we shouldn't tary here.."
He takes a swig from a flagon of dwarven whiskey he had in his bag. and votes to move on.
Move on
"Ay, my gut tells me that nothing good can come from our sticking around..." Elmo takes a step or two, "Has anybody tried asking them anything? Maybe they can respond to us somehow. I think Gremryle or Stool, I think they would respond to you. I dont think these stiffs are appreciate fine halfling wit"
I'll ask the NPCs "Anybody know what these spores are?"
I'll go ahead and make a nature check to see if I can figure it out on my own 14
“No! Don’t ye be touching them! What evil has enslaved them may be spread by touching! By moradins beard!”
When asked, none of the NPC's know what these spores are, not even Stool who's your resident fungal expert.
Stool - "I'm scared of these duerger and their fungal infection! Can we please be on our way? Home is closer every day."
Buppido - "The way I see it, we either move along or fight them here and now. But for crying out loud, can we be on our way already?"
Shuushar - "We're only 3 days journey now from the Darklake and my village. It's clear they do not intend to fight us. I rather respect them for that."
Well I don't want to touch them and I don't want to fight if we don't have to. Onward, I say.
Looking at Elmo and Morgana, Grems says
“let’s move on then. I’ve traveled the Underdark. While I travel to rid this world of evil and find those who caused me pain... killing these remnants help us not.”
Are there multiple exits?
There's only one way forward...and you all carefully walk around the duerger, whose eyes all follow you intently as you make your way towards the exit on the other side of them. You find another area that looks suitable for taking a long rest after a long day's worth of travel and a precarious encounter with conduits to a darker force.
Take a Long Rest and we'll begin Day 7!
Day 7
You all wake from your long rest, save Buppido who took the last watch. While your stats may have been refreshed, fatigue is setting in and your rations are beginning to run low. It's important that you arrive at Shuushar's village for a proper rest and reasonable comforts.
Walking the whole day, uneventfully, you come to another suitable location for rest. As you find a spot on the cavern floor to make camp for the night...
All - Roll a perception check!
22
Odd. Let's try that again. Perception=22