Maldorn, assisted by Jambiya (who has the second-highest medicine skill), removes and collects both ears from all seven grimlock heads, leaving the six bodies and single head where they lay. Then, Anafrey and Ebokk pick up Thrakk by his shoulders and knees to carry the orc, who is still unconscious. They travel back to the myconid chamber, giving each other "I wonder what's going to happen" looks. As they enter the large cave, they are not immediately confronted.
Do you all try to move stealthily? Do you just walk across? Do you engage the myconids to explain?
Erric happily acquiesces to Jambiya's plan, and will volunteer to do the explanation, with her assistance. Speaking calmly and then thinking even more calmly once we're within range, Erric does his best:
"Hello friends! It is good to see you again. We went into that cavern, seeking answers. And peace. We were attacked by grimlocks as soon as we got into the cave. Thrakk attempted to backstab us literally. We do not like violence. Yet we had to use violence to defend ourselves, nearly at the costs of our own lives, and managed to not kill him. He is not conscious, but we believe his mind is not his own. Is there a way you can check? Or fix him? Or take him as you took those others? We still wish no violence. It is nice to be back in your beautiful realm. However, we will not dally, and wish to leave you in peace. All that remains is to return something to the derro and then to leave this place. All peacefully. I hope that is amenable to you?"
He's stepped forward a bit from the group, hands out and projecting sincere calm, peaceful, soothing energy.
As the party re-enters the large cave full of glowing spores, they intentionally gain the attention of the myconids. The largest approaches and engages, and the party is once again able to hear each others intended thoughts. After listening to the party, the largest myconid says, "I do not know whether the orc's mind is his own, but we are aware of violent creatures that can take over and even replace another creature's mind, so it is possible. We are sorry you were engaged in violence by the grimlocks, but are glad to see you are still alive. It was only after the grimlocks came up from the Underdark that the derro became violent, which we cannot abide. Hopefully the derro will become peaceful again. Your weapons would lead us to believe differently concerning your aversion to violence, but we know those who are not myconid do not have spores to aid them, so perhaps your weapons are necessary. Please go with our blessing to the derro and tell them they no longer need to fight the grimlocks."
Erric nods, and bows, physically and mentally. He then looks to the party in a “that worked!” manner and walks toward the derro, leaving Thrakk’s bound body behind for the myconids to handle.
Ebokk looks worried as Anafrey drops the orc's legs, but he slowly lowers Thrakk's shoulders to the cave floor. But as the party moves on, the largest myconid says into their minds, "I cannot animate this one as I did to the derro and the grimlock. The spores only work on the dead. This one is clearly still alive. You must take it with you."
Erric looks at the rest of the party, with only a brief glance at Maldorn (along the lines of the way you look at a student who reminded the teacher they forgot to assign extra homework). He sighs, and begins to help carry Thrakk to the derro cavern. Once he gets there, he pauses for a rest, hopefully out of view of the myconids, and asks in his mind "Flumph? Are you there?" Waiting for a reply, he says to his friends, "I think we might have to abandon Thrakk, or even kill him. We can't just drag him everywhere. His story needs an end."
Erric nods at Maldorn, and trudges onward to the derro, helping carry Thrakk as he can. He keeps a close eye on the orc, waiting for any sign he's reawakening.
The party follows the western tunnel as it doglegs north, and then they walk into the cave with the carved-out mushrooms. As they enter, four derro jump out of the large mushrooms just like they did before. There is a quick verbal exchange where the party reintroduces themselves, and the four derro lead the way back through the ooze-splattered passage to the living chamber.
The four derro make noises calling the band of small, degenerate, dwarflike creatures forward once again still looking like a wild-eyed rabble. The wiry elder bearing a staff topped with an upturned skeletal foot steps up front. The creature puffs out his chest. "Welcome back," he says proudly in Dwarvish. His eyes then take in the party, especially the unconscious form of Thrakk. "Where are the grimlock heads?" he asks in Dwarvish.
OOC: Jambiya, I assume you'll be the one who responds since you're the one (besides Ebokk) who can speak in Dwarvish. Since you all are offering ears instead of heads, roll a persuasion check with your response.
Erric pulls out his lute and begins tuning it quietly in the background as he waits for Jambiya to speak to them. He's regularly looking at Thrakk for signs of movement.
This post has potentially manipulated dice roll results.
Jambiya bows to the derro leader. Then she turns to Ebokk, and in Dwarvish so the derro can understand, says, "Ebokk, would you be so kind as to translate for the others as we go? Thank you."
Then she turns back to the derro. "Esteemed leader, it is good to see you again. As you said, we met the grimlocks and they were combative and terrible, and we were forced to slay them. We have returned, not with their heads, but with their ears, as proof. Their bodies remain where they lay, should your kin wish to venture forth." She motions to Erric to produce the ears.
Persuasion: 17
...
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she/her Role-playing since that keep on those borderlands.
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How many ears do you collect with absolutely no issue whatsoever?
Maldorn, Thrakk is still unconscious.
I’d say all seven of them, since that’s how many heads the derro asked for.
Maldorn, assisted by Jambiya (who has the second-highest medicine skill), removes and collects both ears from all seven grimlock heads, leaving the six bodies and single head where they lay. Then, Anafrey and Ebokk pick up Thrakk by his shoulders and knees to carry the orc, who is still unconscious. They travel back to the myconid chamber, giving each other "I wonder what's going to happen" looks. As they enter the large cave, they are not immediately confronted.
Do you all try to move stealthily? Do you just walk across? Do you engage the myconids to explain?
Engage and explain, that’s Jambiya’s plan. Also, apologize for the violence, it was not their intent.
she/her
Role-playing since that keep on those borderlands.
Maldorn agrees. All self-defense.
Also, ask if they can get into Thrakk's head and see what's going on.
Erric happily acquiesces to Jambiya's plan, and will volunteer to do the explanation, with her assistance. Speaking calmly and then thinking even more calmly once we're within range, Erric does his best:
"Hello friends! It is good to see you again. We went into that cavern, seeking answers. And peace. We were attacked by grimlocks as soon as we got into the cave. Thrakk attempted to backstab us literally. We do not like violence. Yet we had to use violence to defend ourselves, nearly at the costs of our own lives, and managed to not kill him. He is not conscious, but we believe his mind is not his own. Is there a way you can check? Or fix him? Or take him as you took those others? We still wish no violence. It is nice to be back in your beautiful realm. However, we will not dally, and wish to leave you in peace. All that remains is to return something to the derro and then to leave this place. All peacefully. I hope that is amenable to you?"
He's stepped forward a bit from the group, hands out and projecting sincere calm, peaceful, soothing energy.
Maldorn stays calm and quiet while Erric mind-explains recent developments.
As the party re-enters the large cave full of glowing spores, they intentionally gain the attention of the myconids. The largest approaches and engages, and the party is once again able to hear each others intended thoughts. After listening to the party, the largest myconid says, "I do not know whether the orc's mind is his own, but we are aware of violent creatures that can take over and even replace another creature's mind, so it is possible. We are sorry you were engaged in violence by the grimlocks, but are glad to see you are still alive. It was only after the grimlocks came up from the Underdark that the derro became violent, which we cannot abide. Hopefully the derro will become peaceful again. Your weapons would lead us to believe differently concerning your aversion to violence, but we know those who are not myconid do not have spores to aid them, so perhaps your weapons are necessary. Please go with our blessing to the derro and tell them they no longer need to fight the grimlocks."
Erric nods, and bows, physically and mentally. He then looks to the party in a “that worked!” manner and walks toward the derro, leaving Thrakk’s bound body behind for the myconids to handle.
anafrey would let out a sigh of relief before following behind Erric.
"Did the myconids agree to keep an eye on Thrakk?" Maldorn double-checks.
Jambiya thanks the myconids, and the flumph, and heads off with the others to see the derro.
she/her
Role-playing since that keep on those borderlands.
Ebokk looks worried as Anafrey drops the orc's legs, but he slowly lowers Thrakk's shoulders to the cave floor. But as the party moves on, the largest myconid says into their minds, "I cannot animate this one as I did to the derro and the grimlock. The spores only work on the dead. This one is clearly still alive. You must take it with you."
Erric looks at the rest of the party, with only a brief glance at Maldorn (along the lines of the way you look at a student who reminded the teacher they forgot to assign extra homework). He sighs, and begins to help carry Thrakk to the derro cavern. Once he gets there, he pauses for a rest, hopefully out of view of the myconids, and asks in his mind "Flumph? Are you there?" Waiting for a reply, he says to his friends, "I think we might have to abandon Thrakk, or even kill him. We can't just drag him everywhere. His story needs an end."
“He was in alliance with the grimlocks. The derro will know what to do with him.” Maldorn whispers to Erric.
Erric, you receive no response from the flumph.
Erric nods at Maldorn, and trudges onward to the derro, helping carry Thrakk as he can. He keeps a close eye on the orc, waiting for any sign he's reawakening.
The party follows the western tunnel as it doglegs north, and then they walk into the cave with the carved-out mushrooms. As they enter, four derro jump out of the large mushrooms just like they did before. There is a quick verbal exchange where the party reintroduces themselves, and the four derro lead the way back through the ooze-splattered passage to the living chamber.
The four derro make noises calling the band of small, degenerate, dwarflike creatures forward once again still looking like a wild-eyed rabble. The wiry elder bearing a staff topped with an upturned skeletal foot steps up front. The creature puffs out his chest. "Welcome back," he says proudly in Dwarvish. His eyes then take in the party, especially the unconscious form of Thrakk. "Where are the grimlock heads?" he asks in Dwarvish.
OOC: Jambiya, I assume you'll be the one who responds since you're the one (besides Ebokk) who can speak in Dwarvish. Since you all are offering ears instead of heads, roll a persuasion check with your response.
Erric pulls out his lute and begins tuning it quietly in the background as he waits for Jambiya to speak to them. He's regularly looking at Thrakk for signs of movement.
Jambiya bows to the derro leader. Then she turns to Ebokk, and in Dwarvish so the derro can understand, says, "Ebokk, would you be so kind as to translate for the others as we go? Thank you."
Then she turns back to the derro. "Esteemed leader, it is good to see you again. As you said, we met the grimlocks and they were combative and terrible, and we were forced to slay them. We have returned, not with their heads, but with their ears, as proof. Their bodies remain where they lay, should your kin wish to venture forth." She motions to Erric to produce the ears.
Persuasion: 17
...
she/her
Role-playing since that keep on those borderlands.