Nene approaches the cave as silent as a ghost, her feline feet carrying her swiftly and quietly up to the entrance. Along the way you spot several spots of prints, including a pair of distinctive tabaxi prints mixed in here and there; however, once you make your way into the hard stone of the cavern it gets more difficult to follow the tracks. You see the main branch of the tunnel from which a small stream flows continuing straight for a short distance and then begin to curve back towards the right and up. Immediately inside the cavern to the right you see another branching room leading slightly up and your keen ears pick up the sounds of snarling... likely some sort of canine or lupine creature lairs within.
The tabaxi's ears prick up when she hears snarls and low growls deeper into the cavern to her right. Ugh, dogs, brrrr. Taking extra care not to make any noise, she quickly passes that one by and follows the river deeper into the cave until she reaches a bridge. She listens carefully, hoping to pick up the voices of Puck and his friends. As she emerges from under the bridge, she stops and melts into the shadow of the wall. Sparks? Then she sees the already familiar faces of Puck's companions, but also several goblins in front of them. Now that she has finally found Puck, Nene is suddenly shy, unsure what to do next.
The goblins timidly, if angrily, allow themselves to be tied together and led forward across the bridge. Up ahead the bridge goes across the 20 foot drop into the tunnel below and then bends back towards the left. The goblins say nothing as they are sent across first, the sound of the water rushing beneath echoes uncannily in the higher confines of the tunnels. Grimm finds herself starting to feel sticky as the blood begins to congeal around her face and body... and the sharp tang of copper fills her nostrils as nostrils, bringing back memories of a life before this.
As the group begins to cross above, Nene sneaks around the bend and closer to the bridge. She takes care to stay close to the walls, hiding herself in the deep shadows of the cave.
Puck follows closely at the back of the group. As they cross the bridge, Puck hums a quick tune under his breath and casts Detect Magic. He concentrates on the spell as the party proceeds in an attempt to spot any sources of magic within 30ft for the next ten minutes. He wants to make sure to spot any particularly valuable items, as well as to be on the look out for magical guards, wards, or illusions that might be waiting for them.
His eyes light up with a soft blue arcane glow as he sings to himself, concentrating on the spell: "Priva-ate eyes, they're watching you. They see your ev-ery move. Priva-ate eyes, they're watching you. Private ey-eyes..."
The goblins shrug. "Six or seven probably. Grahba wanted to be in charge after Klarq. He stay here with other goblins and prisoner."
As they move along, Puck spots no magical auras within his range of vision, the goblins continue forward as the small tunnel begins to curve around, being cramped for the larger party members and bringing on a sense of claustrophobia as your footfalls echo and clank. The conjured sparks create an uncanny, strange lighting as it seems to bounce around off the slick walls... The tunnel branches off slightly towards your left and immediately drops off down an incredibly steep embankment covered with rocky rubble. The goblins are silent unless addressed as you all continue moving onward toward the unknown, hearts hammering in your chest.
If you guys are ready to continue onward, please let me know in Discord and I will push us on.
Kara is moved by Puck's words and nods. Though ultimately they stick with the group, she readies herself to assist Sir Puck should a back attack occur. In the meantime, she calls upon her infernal bloodline to add a menacing glow to Grimm's eyes via thaumaturgy.
Rollback Post to RevisionRollBack
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
The goblins point their fingers forward to just around the upcoming bend a few feet ahead and shake their heads. "No traps." They say quietly, heads down and Grimm cannot really get a bearing on them, whether they speak to truth or not, but it seems they are being honest. The goblins continue forward into another room that opens up and immediately Grimm can hear several goblin voices inquiring just before she follows the captives into the room. This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins. The goblin captives stop and look back at her... as she realizes she is now facing down a group of 3 captives goblins and what appears to be another 5 in the room ahead. And immediately to her left is a steep drop-off strewn with rubble...
From below, Nene can hear the strange echoing of words coming down the rubble-strewn incline to the left, but cannot quite make out what is being said over the murmuring of the brook rushing alongside her feet.
Nene has silently crept over the bridge behind the group. They do not seem to have noticed her presence so far. When she spots the goblins in the cave and hears even more voices down the incline, she draws in a sharp breath. In the shadows, she draws her bow, ready to assist Puck and the others should the goblins turn on them now that they have strength in numbers.
As they approach, Zanigue quietly says to Grimm, “You’ve got this,” expending the last use of Bardic Inspiration for Grimm.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Zanigur also picks up a stone from the ground, places it in his pocket, and casts light on it, just in case.
The goblin captives stop and look back at her... as she realizes she is now facing down a group of 3 captives goblins and what appears to be another 5 in the room ahead. And immediately to her left is a steep drop-off strewn with rubble...
Grimm, her shoes sparking, her eyes an irisless murderous blood-red, and covered in Klarq's dried blood and gore, gives the five freed goblins a hard stare. With Klarq's greatclub on her shoulder, and feeling the presence of her peers behind her and recalling Zanigur's inspirational affirmation, states matter of factly to the goblins, with a growl...
"Klarq is dead. His blood is my war paint. This clan is mine now. Those who revolt will only feel the PAIN of this club smashing their skull. Follow me or die."
/ Intimidation check at advantage 15 plus inspiration of 2 for a total of.... 23
There is a painful silence that fills the cavern as Grimm's proclamation as the other goblins start to reach for their weapons, but stop as they stare at the cold fury that threatens them all with death. They look back and forth towards each other, the captives, Grimm... and then towards the upper ledge when an unseen voice suddenly shouts from above. "No! Cragmaw my clan now! You leave or I kill this one!" Suddenly a very pale looking Sildar Hallwinter, the aged human warrior that was accompanying Grunden to Phandalin, appears at the edge of the precipice bound with rope and gagged with a dirty rag. Sildar looks half-dead and is barely standing as he teeters on the verge of falling over the ledge. He is covered in bruises and dried blood, one of his eyes is purple and swollen shut; it is clear he was beaten and savaged severely. A dagger point is pushed into his ribs as a goblin face peers around Silder's torso. "Klarq dead? Grahba in charge now! What you want, half-orc?"
"There's a goblin here that will be happy to see me tear you apart. You'll live long enough to see me bring that man back to life and see the wolves eat your liver," Grimm replies coldly.
"You haven't proven yourself, Grahba. You kill the man and I will leave you limbless. We shall see how well you lead when you have no ARMS or LEGS!" Grimm shouts with a guttural tone.
Grahba bares his teeth at the challenge, to back down now would be to live in shame forever with his clan. "No submit. Grabha challenge you. Grabha and orc fight to death. Winner new chief!" The other goblins watch the situation unfold with wide eyes, clearly taking in Grabha's challenge with abated breath. "You refuse, Grabha kill human right here and all fight!"
Nene
You begin moving silently through the cavern tunnel as it curves back around towards your right side, always following the flow of the stream. You find a set of natural stairs leading up to a much large cavern in which a small dam has been created to allow for a pool to fill a portion of that room. You see a wooden bridge leading off one direction and a set of natural steps leading off in another. Knowing that the folks you're tracking just crossed the bridge, you head that way and just as you reach the other side of the wooden bridge you notice one goblin with an arrow jutting from its neck. You then begin the echoing shouts coming from the tunnel ahead of you, but the sounds of the stream below make it difficult for you to understand what is being said.
Grahba bares his teeth at the challenge, to back down now would be to live in shame forever with his clan. "No submit. Grabha challenge you. Grabha and orc fight to death. Winner new chief!" The other goblins watch the situation unfold with wide eyes, clearly taking in Grabha's challenge with abated breath. "You refuse, Grabha kill human right here and all fight!"
Grimm drops Klarq's club, her hand does a quick hand motion as she goes to pick up her mace from her side. As the hand motion completes, just before she picks up the mace, she yells, "AGREED!"
As the word is yelled it echoes towards Grabha, with resonating force.
/Toll The Dead, WIS Save 12 or 4 necrotic damage.... /
She picks up her mace, lets go of the rope and secures her shield.
Seeing a conflict about to arise, Puck thinks of joining in with a Vicious Mockery, but thinks better of it, knowing Grimm can handle Grahba herself. As such, he keeps Detect Magic up, still keeping an eye out for any magics in the vicinity.
"Go get him, Grimm."
Puck turns his attention to the other goblins, watching close to make sure no one makes a false move, and will push deeper into the cavern along he north wall in the hopes he can put himself into proper position to catch a few goblins with a Thunderwave if they try and converge on Grimm.
NOT holding the spell, just indicating my intentions re: where I want to position myself.
Nene approaches the cave as silent as a ghost, her feline feet carrying her swiftly and quietly up to the entrance. Along the way you spot several spots of prints, including a pair of distinctive tabaxi prints mixed in here and there; however, once you make your way into the hard stone of the cavern it gets more difficult to follow the tracks. You see the main branch of the tunnel from which a small stream flows continuing straight for a short distance and then begin to curve back towards the right and up. Immediately inside the cavern to the right you see another branching room leading slightly up and your keen ears pick up the sounds of snarling... likely some sort of canine or lupine creature lairs within.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
The tabaxi's ears prick up when she hears snarls and low growls deeper into the cavern to her right. Ugh, dogs, brrrr. Taking extra care not to make any noise, she quickly passes that one by and follows the river deeper into the cave until she reaches a bridge. She listens carefully, hoping to pick up the voices of Puck and his friends. As she emerges from under the bridge, she stops and melts into the shadow of the wall. Sparks? Then she sees the already familiar faces of Puck's companions, but also several goblins in front of them. Now that she has finally found Puck, Nene is suddenly shy, unsure what to do next.
The goblins timidly, if angrily, allow themselves to be tied together and led forward across the bridge. Up ahead the bridge goes across the 20 foot drop into the tunnel below and then bends back towards the left. The goblins say nothing as they are sent across first, the sound of the water rushing beneath echoes uncannily in the higher confines of the tunnels. Grimm finds herself starting to feel sticky as the blood begins to congeal around her face and body... and the sharp tang of copper fills her nostrils as nostrils, bringing back memories of a life before this.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Grimm continues forward, her knuckles whitening as her grip tenses on the improvised leash.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Zanigur follows closely, keeping his eyes out for trouble.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
As the group begins to cross above, Nene sneaks around the bend and closer to the bridge. She takes care to stay close to the walls, hiding herself in the deep shadows of the cave.
Grimm, steadying herself, asks the goblins, "Who was next in command while Klarq lived? How many of your tribe are on the other side of the bridge?"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Puck follows closely at the back of the group. As they cross the bridge, Puck hums a quick tune under his breath and casts Detect Magic. He concentrates on the spell as the party proceeds in an attempt to spot any sources of magic within 30ft for the next ten minutes. He wants to make sure to spot any particularly valuable items, as well as to be on the look out for magical guards, wards, or illusions that might be waiting for them.
His eyes light up with a soft blue arcane glow as he sings to himself, concentrating on the spell: "Priva-ate eyes, they're watching you. They see your ev-ery move. Priva-ate eyes, they're watching you. Private ey-eyes..."
Long live the PCs of the Past:
Puck of the Shivering Summit -- Tabaxi Bard, College of Lore -- Lyrel's Lost Mines of Phandelver
Alus -- High Elf Cleric of Valkur, Tempest Domain -- Yet Another Storm King's Thunder
Ah'brasar -- Aarakocra Druid, Circle of Wildfire -- Yet Another Storm King's Thunder
Furlong J. Rosewood -- Human Monk, Way of the Open Hand -- The Exploits of Misfit Company
The goblins shrug. "Six or seven probably. Grahba wanted to be in charge after Klarq. He stay here with other goblins and prisoner."
As they move along, Puck spots no magical auras within his range of vision, the goblins continue forward as the small tunnel begins to curve around, being cramped for the larger party members and bringing on a sense of claustrophobia as your footfalls echo and clank. The conjured sparks create an uncanny, strange lighting as it seems to bounce around off the slick walls... The tunnel branches off slightly towards your left and immediately drops off down an incredibly steep embankment covered with rocky rubble. The goblins are silent unless addressed as you all continue moving onward toward the unknown, hearts hammering in your chest.
If you guys are ready to continue onward, please let me know in Discord and I will push us on.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
"How much further to Grahba? And any traps or pitfalls between here and Grahba?" Grimm asks sternly.
// Insight check on their response... 10
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Kara is moved by Puck's words and nods. Though ultimately they stick with the group, she readies herself to assist Sir Puck should a back attack occur. In the meantime, she calls upon her infernal bloodline to add a menacing glow to Grimm's eyes via thaumaturgy.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
The goblins point their fingers forward to just around the upcoming bend a few feet ahead and shake their heads. "No traps." They say quietly, heads down and Grimm cannot really get a bearing on them, whether they speak to truth or not, but it seems they are being honest. The goblins continue forward into another room that opens up and immediately Grimm can hear several goblin voices inquiring just before she follows the captives into the room. This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins. The goblin captives stop and look back at her... as she realizes she is now facing down a group of 3 captives goblins and what appears to be another 5 in the room ahead. And immediately to her left is a steep drop-off strewn with rubble...
From below, Nene can hear the strange echoing of words coming down the rubble-strewn incline to the left, but cannot quite make out what is being said over the murmuring of the brook rushing alongside her feet.
Map is updated.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Nene has silently crept over the bridge behind the group. They do not seem to have noticed her presence so far. When she spots the goblins in the cave and hears even more voices down the incline, she draws in a sharp breath. In the shadows, she draws her bow, ready to assist Puck and the others should the goblins turn on them now that they have strength in numbers.
As they approach, Zanigue quietly says to Grimm, “You’ve got this,” expending the last use of Bardic Inspiration for Grimm.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Zanigur also picks up a stone from the ground, places it in his pocket, and casts light on it, just in case.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Grimm, her shoes sparking, her eyes an irisless murderous blood-red, and covered in Klarq's dried blood and gore, gives the five freed goblins a hard stare. With Klarq's greatclub on her shoulder, and feeling the presence of her peers behind her and recalling Zanigur's inspirational affirmation, states matter of factly to the goblins, with a growl...
"Klarq is dead. His blood is my war paint. This clan is mine now. Those who revolt will only feel the PAIN of this club smashing their skull. Follow me or die."
/ Intimidation check at advantage 15 plus inspiration of 2 for a total of.... 23
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
There is a painful silence that fills the cavern as Grimm's proclamation as the other goblins start to reach for their weapons, but stop as they stare at the cold fury that threatens them all with death. They look back and forth towards each other, the captives, Grimm... and then towards the upper ledge when an unseen voice suddenly shouts from above. "No! Cragmaw my clan now! You leave or I kill this one!" Suddenly a very pale looking Sildar Hallwinter, the aged human warrior that was accompanying Grunden to Phandalin, appears at the edge of the precipice bound with rope and gagged with a dirty rag. Sildar looks half-dead and is barely standing as he teeters on the verge of falling over the ledge. He is covered in bruises and dried blood, one of his eyes is purple and swollen shut; it is clear he was beaten and savaged severely. A dagger point is pushed into his ribs as a goblin face peers around Silder's torso. "Klarq dead? Grahba in charge now! What you want, half-orc?"
Valaith "Rimehand" Kalukavi - Chronicles of Arden
"There's a goblin here that will be happy to see me tear you apart. You'll live long enough to see me bring that man back to life and see the wolves eat your liver," Grimm replies coldly.
"You haven't proven yourself, Grahba. You kill the man and I will leave you limbless. We shall see how well you lead when you have no ARMS or LEGS!" Grimm shouts with a guttural tone.
"SUBMIT."
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Grahba bares his teeth at the challenge, to back down now would be to live in shame forever with his clan. "No submit. Grabha challenge you. Grabha and orc fight to death. Winner new chief!" The other goblins watch the situation unfold with wide eyes, clearly taking in Grabha's challenge with abated breath. "You refuse, Grabha kill human right here and all fight!"
Nene
You begin moving silently through the cavern tunnel as it curves back around towards your right side, always following the flow of the stream. You find a set of natural stairs leading up to a much large cavern in which a small dam has been created to allow for a pool to fill a portion of that room. You see a wooden bridge leading off one direction and a set of natural steps leading off in another. Knowing that the folks you're tracking just crossed the bridge, you head that way and just as you reach the other side of the wooden bridge you notice one goblin with an arrow jutting from its neck. You then begin the echoing shouts coming from the tunnel ahead of you, but the sounds of the stream below make it difficult for you to understand what is being said.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Grimm drops Klarq's club, her hand does a quick hand motion as she goes to pick up her mace from her side. As the hand motion completes, just before she picks up the mace, she yells, "AGREED!"
As the word is yelled it echoes towards Grabha, with resonating force.
/Toll The Dead, WIS Save 12 or 4 necrotic damage.... /
She picks up her mace, lets go of the rope and secures her shield.
"Feel my pain, Grahba... Charge me if you dare!"
All's fair in war...
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Seeing a conflict about to arise, Puck thinks of joining in with a Vicious Mockery, but thinks better of it, knowing Grimm can handle Grahba herself. As such, he keeps Detect Magic up, still keeping an eye out for any magics in the vicinity.
"Go get him, Grimm."
Puck turns his attention to the other goblins, watching close to make sure no one makes a false move, and will push deeper into the cavern along he north wall in the hopes he can put himself into proper position to catch a few goblins with a Thunderwave if they try and converge on Grimm.
NOT holding the spell, just indicating my intentions re: where I want to position myself.
Long live the PCs of the Past:
Puck of the Shivering Summit -- Tabaxi Bard, College of Lore -- Lyrel's Lost Mines of Phandelver
Alus -- High Elf Cleric of Valkur, Tempest Domain -- Yet Another Storm King's Thunder
Ah'brasar -- Aarakocra Druid, Circle of Wildfire -- Yet Another Storm King's Thunder
Furlong J. Rosewood -- Human Monk, Way of the Open Hand -- The Exploits of Misfit Company