Beegred: "Why can't you be a good pudding, and just die?"
Throw rock. Attack: 20 Damage: 7
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
A frustrated Beegred yells at the pudding as he moves across the bridge with the tail end of the gnome train. He picks up a rock and lobs it onto the puddle for good measure, watching the rock dissolve in the acid.
Deep Gnome death saving throw: 10
The remaining conscious deep gnome, holding a torch, steps into the space where Skameros was and shoves his torch into the pudding puddle, while answering Beegred, "Because you have to burn these ones to kill them! I thought your party was supposed to be protecting us!"
Beegred @ 17
ROUND: 8
Movement: L12 -> O8
Action: Improvised weapon, thrown rock does 7 bludgeoning damage to pudding @ R11.
The remaining conscious deep gnome, holding a torch, steps into the space where Skameros was and shoves his torch into the pudding puddle, while answering Beegred, "Because you have to burn these ones to kill them! I thought your party was supposed to be protecting us!"
Beegred: "If you want to complain about your protection, you are welcome to stand next to those grey oozes that Rodolfo held back with his mighty magic. Me, I want to head back to your camp, and in a safe place, hear why you failed to tell us ahead of time about telepathic regenerating puddings. That ain't normal."
Beegred urges Rodolfo to... do whatever he wants to do. And for Skameros... to do whatever he wants to do, but maybe carry the unconscious gnome to safety?
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Both the remaining oozes are restrained by viscid globs. Rodolfo is following the gnome train and leaving. Beegred will also be doing so. Skameros will carry the unconscious gnome, who is still dying. That leaves Narstin. What does Narstin do?
The gnome train and your party travel up the tunnels as fast as the laden lizards will move, anxiously listening behind for signs of pursuit. But as minutes and hours go by, it seems the mission is successful. Almost. One poor gnome is dead, his remains partially melted by acid, leaving him a horrible sight to look upon. The mood is decidedly meek even though all the gnomes will be heading home to Blingdenstone earlier than planned with a full shipment of premium quality salt.
(Encounter is over. 500 xp each. I will post a follow up later, I have a live game to prep for. Feel free to RP if you wish.)
Returned to the living quarters, the lizards and their cargo of salt packed away to let everyone rest before heading to Blingdenstone, Perigrog Scrapedust approaches your party and explains, "We've been losing Svirfneblin to oozes at an alarming rate. We've gone for a good stretch without a death, but we were effectively hiding and living in fear. The decision to take some risks was mine alone. You are not responsible for that death. I've told the others as much, but I've the impression they blame your group as much as they blame me. I can maybe get you into Blingdenstone, but I'm afraid word will spread and the city's attitudes will be hostile. You will have to conclude your business and leave as soon as possible, before something happens..."
With that, he leads you to a lizard stable with a corner cleared out, cleaned up and fresh moss tossed on the floor. "I think you'll be safer away from the others. Out of sight, out of mind. I would still keep a sentry during your rest. It would surprise no one if an ooze showed up even here. Or if the OB sickness drives some of the miners to pick a fight..."
Beegred: "Half of our group almost dying (including me) defending your workers, and them acting like we weren't doing anything... I guess they were expecting more than reasonable. Seems like your city has some hostile attitude problems, regardless of what we do... Yeah, we'll make our visit here as short as possible."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Perigrog is taken aback, "Blingdenstone is beset on many different fronts and our losses are unsustainable. If this goes on, there won't be any Svirfneblin left, just wererats and oozes. Look, I'm not the one that should be talking about that anyway. I will do my best to grant you an audience with our leaders and they can explain. I'm just trying to warn you that gnome's death is going to be blamed on your party, regardless of the circumstances. Just be prepared. Get some rest, it's still a good hike to get to Blingdenstone from here."
With that Perigrog walks away to avoid any further conversation.
The next morning, your party is roused from their sleep by a cook carrying platters of food. He hands them to you warmly enough for you all to think everything is resolved. But later on, as the caravan forms and begins marching, you ride in the front with Perigrog while the main column of miners and pack lizards stay a good 20 to 30 feet behind. Perigrog looks back and shrugs sheepishly.
It is not until you return to the large stairway rising up into a the massive pillar in the otherwise open cavern that Perigrog orders the column to go on ahead, so that you end up at the rear. When your party reaches the summit of the stairs, the large massive doors shut closed. Perigrog asks you to wait while he moves ahead to speak with the guard on duty. It takes maybe half an hour for Perigrog to return.
"I have obtained entry into Blingdenstone for you to meet Dorbo and Senni. They are our unofficial leaders. There are conditions. First, the guards will carry your weapons, but they will remain in sight of your persons, since with the OB sickness, we can't even trust our own. Second, you have to be blinded with hoods as you pass thru the gauntlet that forms our defenses against incursions. Once past and into Blingdenstone proper, your hoods will be removed. Do you agree?"
"Second, you have to be blinded with hoods as you pass thru the gauntlet that forms our defenses against incursions."
Beegred: "This sounds a lot like a hazing ritual. You aren't going to whack us with canes and make us chant songs during this "gauntlet", right?"
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
The guard in charge walks up just as Beegred asks, and he replies, "Don't want to hear you sing. But the cane part might be fun? Now seriously, hand over your weapons and put these hoods on. It should only take 10 minutes or so to get through the defenses walking slowly enough so you don't trip on your own feet."
A large group of deep gnomes march out of the gates. Some carry your weapons, others watch those that are carrying the weapons and the rest guide you as you walk blindfolded. You are all pretty sure they are purposefully trying to confuse your sense of direction, as you turn left, right and probably walk in circles. A few times you climb ladders, then climb down ladders. In 15 minutes you hear massive doors being unbarred and opened, then you walk through and they are closed behind you with a deep boom. Your hoods are removed, and you find yourselves inside Blingdenstone proper (area 5). The gnomes with your weapons are still there in view, with yet more gnomes watching the weapon carriers. The gnome that you assume is in charge of the guards escorts you the city to meet the leaders.
Blingdenstone is not a single cavern, but a network of interconnected caves and pockets the svirfneblin have widened and worked for use as homes, workshops, vending stalls, places of worship, storerooms, and the like. Other than the private homes of svirfneblin families, all chambers are tall enough for Medium creatures to walk around without difficulty, and common areas are even larger.
It is rare for cavern walls to be bare in Blingdenstone. The walls of large caverns are studded with stairs and ramps leading to balconies and hollows serving as storage or shops. The largest caverns are crisscrossed by walkways allowing svirfneblin and visitors to reach connecting tunnels high above the floor.
The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Svirfneblin and other Small races can walk through tunnels with ease, but Medium or larger creatures must duck and squeeze — a feature intended to control invaders’ movements. Most tunnels have smooth floors, but those around the periphery of the reclaimed areas are strewn with rubble and debris.
For every corner of Blingdenstone that is neat, tidy and cared for, there are other areas that seem to be dark and abandoned, yet to be reclaimed. The guard escorts you from the reception hall where your hoods were removed, down through residential areas (areas 12 a, c then b) and finally up into a raised cave (area 14) where...
Two dozen or so svirfneblin occupy this well-lit cavern, some moving briskly with messenger pouches in hand while others huddle around several stone tables covered in maps and other papers, talking in hushed, serious tones. The back of the room is dominated by a dais carved from the rock of the cavern, atop which rest two stone desks facing each other. Two svirfneblin — one male, one female — sit behind the desks, conferring with advisers and each other. They turn their attention to you as you enter.
A signal is given and the gnomes carrying your weapons prop them up in the corner, then leave with the guard captain. A few gnome guards remain to stand between you and your weapons, but otherwise you are indicated to sit (or stand) and wait. The business of conducting the city goes on, albeit a bit distractedly as most of the gnomes constantly steal glances in your direction. An hour or two passes before the ebb of messengers and piles of paper needing signatures or review are depleted. The gnomish couple sigh at the brief pause, before they indicate you to approach.
The gnomes introduce themselves as Dorbo and Senni Diggermattocks, the de facto leaders of the effort to reclaim Blingdenstone. Then they ask your party what brings you to Blindenstone and wait for your response.
Beegred: "Why can't you be a good pudding, and just die?"
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
A frustrated Beegred yells at the pudding as he moves across the bridge with the tail end of the gnome train. He picks up a rock and lobs it onto the puddle for good measure, watching the rock dissolve in the acid.
Deep Gnome death saving throw: 10
The remaining conscious deep gnome, holding a torch, steps into the space where Skameros was and shoves his torch into the pudding puddle, while answering Beegred, "Because you have to burn these ones to kill them! I thought your party was supposed to be protecting us!"
Beegred: "If you want to complain about your protection, you are welcome to stand next to those grey oozes that Rodolfo held back with his mighty magic. Me, I want to head back to your camp, and in a safe place, hear why you failed to tell us ahead of time about telepathic regenerating puddings. That ain't normal."
Beegred urges Rodolfo to... do whatever he wants to do. And for Skameros... to do whatever he wants to do, but maybe carry the unconscious gnome to safety?
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Rodolfo just follows the gnomes and leaves.
(are we not safe yet?)
(If we're free to return to the gnome home....)
Skameros will pick up the dying gnome as gently as he can and carry them back to town.
"Skameros not shaman, but this nome need help"
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Both the remaining oozes are restrained by viscid globs. Rodolfo is following the gnome train and leaving. Beegred will also be doing so. Skameros will carry the unconscious gnome, who is still dying. That leaves Narstin. What does Narstin do?
Narstin stops Skameros and lays a hand on the gnome, praying to his deity and healing the gnome for 13. Then he follows the others.
The gnome train and your party travel up the tunnels as fast as the laden lizards will move, anxiously listening behind for signs of pursuit. But as minutes and hours go by, it seems the mission is successful. Almost. One poor gnome is dead, his remains partially melted by acid, leaving him a horrible sight to look upon. The mood is decidedly meek even though all the gnomes will be heading home to Blingdenstone earlier than planned with a full shipment of premium quality salt.
(Encounter is over. 500 xp each. I will post a follow up later, I have a live game to prep for. Feel free to RP if you wish.)
Returned to the living quarters, the lizards and their cargo of salt packed away to let everyone rest before heading to Blingdenstone, Perigrog Scrapedust approaches your party and explains, "We've been losing Svirfneblin to oozes at an alarming rate. We've gone for a good stretch without a death, but we were effectively hiding and living in fear. The decision to take some risks was mine alone. You are not responsible for that death. I've told the others as much, but I've the impression they blame your group as much as they blame me. I can maybe get you into Blingdenstone, but I'm afraid word will spread and the city's attitudes will be hostile. You will have to conclude your business and leave as soon as possible, before something happens..."
With that, he leads you to a lizard stable with a corner cleared out, cleaned up and fresh moss tossed on the floor. "I think you'll be safer away from the others. Out of sight, out of mind. I would still keep a sentry during your rest. It would surprise no one if an ooze showed up even here. Or if the OB sickness drives some of the miners to pick a fight..."
Beegred: "Half of our group almost dying (including me) defending your workers, and them acting like we weren't doing anything... I guess they were expecting more than reasonable. Seems like your city has some hostile attitude problems, regardless of what we do... Yeah, we'll make our visit here as short as possible."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Perigrog is taken aback, "Blingdenstone is beset on many different fronts and our losses are unsustainable. If this goes on, there won't be any Svirfneblin left, just wererats and oozes. Look, I'm not the one that should be talking about that anyway. I will do my best to grant you an audience with our leaders and they can explain. I'm just trying to warn you that gnome's death is going to be blamed on your party, regardless of the circumstances. Just be prepared. Get some rest, it's still a good hike to get to Blingdenstone from here."
With that Perigrog walks away to avoid any further conversation.
The next morning, your party is roused from their sleep by a cook carrying platters of food. He hands them to you warmly enough for you all to think everything is resolved. But later on, as the caravan forms and begins marching, you ride in the front with Perigrog while the main column of miners and pack lizards stay a good 20 to 30 feet behind. Perigrog looks back and shrugs sheepishly.
It is not until you return to the large stairway rising up into a the massive pillar in the otherwise open cavern that Perigrog orders the column to go on ahead, so that you end up at the rear. When your party reaches the summit of the stairs, the large massive doors shut closed. Perigrog asks you to wait while he moves ahead to speak with the guard on duty. It takes maybe half an hour for Perigrog to return.
"I have obtained entry into Blingdenstone for you to meet Dorbo and Senni. They are our unofficial leaders. There are conditions. First, the guards will carry your weapons, but they will remain in sight of your persons, since with the OB sickness, we can't even trust our own. Second, you have to be blinded with hoods as you pass thru the gauntlet that forms our defenses against incursions. Once past and into Blingdenstone proper, your hoods will be removed. Do you agree?"
Rodolfo nods, "We have come a long way and we'll take what we can get, even if we can't see it."
Narstin nods as well. "We are entering your city, we will follow your rules."
Beegred: "This sounds a lot like a hazing ritual. You aren't going to whack us with canes and make us chant songs during this "gauntlet", right?"
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
The guard in charge walks up just as Beegred asks, and he replies, "Don't want to hear you sing. But the cane part might be fun? Now seriously, hand over your weapons and put these hoods on. It should only take 10 minutes or so to get through the defenses walking slowly enough so you don't trip on your own feet."
Skameros drops his two greataxes and shoves the hood on his head.
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
A large group of deep gnomes march out of the gates. Some carry your weapons, others watch those that are carrying the weapons and the rest guide you as you walk blindfolded. You are all pretty sure they are purposefully trying to confuse your sense of direction, as you turn left, right and probably walk in circles. A few times you climb ladders, then climb down ladders. In 15 minutes you hear massive doors being unbarred and opened, then you walk through and they are closed behind you with a deep boom. Your hoods are removed, and you find yourselves inside Blingdenstone proper (area 5). The gnomes with your weapons are still there in view, with yet more gnomes watching the weapon carriers. The gnome that you assume is in charge of the guards escorts you the city to meet the leaders.
Blingdenstone is not a single cavern, but a network of interconnected caves and pockets the svirfneblin have widened and worked for use as homes, workshops, vending stalls, places of worship, storerooms, and the like. Other than the private homes of svirfneblin families, all chambers are tall enough for Medium creatures to walk around without difficulty, and common areas are even larger.
It is rare for cavern walls to be bare in Blingdenstone. The walls of large caverns are studded with stairs and ramps leading to balconies and hollows serving as storage or shops. The largest caverns are crisscrossed by walkways allowing svirfneblin and visitors to reach connecting tunnels high above the floor.
The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Svirfneblin and other Small races can walk through tunnels with ease, but Medium or larger creatures must duck and squeeze — a feature intended to control invaders’ movements. Most tunnels have smooth floors, but those around the periphery of the reclaimed areas are strewn with rubble and debris.
For every corner of Blingdenstone that is neat, tidy and cared for, there are other areas that seem to be dark and abandoned, yet to be reclaimed. The guard escorts you from the reception hall where your hoods were removed, down through residential areas (areas 12 a, c then b) and finally up into a raised cave (area 14) where...
Two dozen or so svirfneblin occupy this well-lit cavern, some moving briskly with messenger pouches in hand while others huddle around several stone tables covered in maps and other papers, talking in hushed, serious tones. The back of the room is dominated by a dais carved from the rock of the cavern, atop which rest two stone desks facing each other. Two svirfneblin — one male, one female — sit behind the desks, conferring with advisers and each other. They turn their attention to you as you enter.
A signal is given and the gnomes carrying your weapons prop them up in the corner, then leave with the guard captain. A few gnome guards remain to stand between you and your weapons, but otherwise you are indicated to sit (or stand) and wait. The business of conducting the city goes on, albeit a bit distractedly as most of the gnomes constantly steal glances in your direction. An hour or two passes before the ebb of messengers and piles of paper needing signatures or review are depleted. The gnomish couple sigh at the brief pause, before they indicate you to approach.
The gnomes introduce themselves as Dorbo and Senni Diggermattocks, the de facto leaders of the effort to reclaim Blingdenstone. Then they ask your party what brings you to Blindenstone and wait for your response.