Brax, with bleeding forearm, locks shields with Berrus, ready for the next attack, which follows only moments later, as the Carmine archer lets fly at Gruk. The arrow flies straight at the grung, until it is pushed down towards the barrel by one of the Professor's gusts.
The small grung looks confused and overwhelmed, hurt by inexplicable magic and not understanding why he was fighting. Looking towards his stocky companion, both leap off their mounts, and get into a defensive stand, on either side of Berrus and Brax, unwilling to strike isolated against the two larger and probably more experienced fighters.
Maxine, content with their confusion, takes aim at the archer among the leaves, and fires her bolt at him, with a force easily overcoming the Professor's gusts. Another croak from among the leaves assures her, that the Carmine archer was hit once more.
Thasselandra, still bleeding from the arrow, decides to take no further action and is positioning herself well behind the barrels to be in cover from the Archer's missile attacks, as she tries to fight through the pain. Both the scarlet and the crimson archer shoot at the exposed Gruk, but the first arrow is deflected by the Professor's gust, while the second arrow impacts Berrus shield without further harm. Falx, in pain from his hurt arm, further adds to the defensive position of Brax and Berrus, by getting behind Brax and covering his back, shortsword at the ready. Seeing this defesnsive bullwark drawn up, the Burgundy archer, from among the thicket, is trying to take a shot at the Professor, who not only singed his brothers, but is seemingly able to command the arrows too, but the arrow misses its target as well.
Seeing the developing stand-off, Bertrand remains in cover, ready to aid Berrus or the Professor, should they become threatened by any grung. Zip meanwhile follows his friends, and also takes aim at the Carmine archer who seemed to be given the orders. With an electrical crackle, his bolt disappears in the bushes.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
With a grunt, Shae will peak from cover again. Through her pain with what ever strength she could grit and muster, the warlock would hurl her familiar ball of crackling energy at the Carmine archer.
She'd groan on her way back down into cover, closing her eyes for a moment to breathe through it. "Hang in there Capt." At this moment, she truly appreciated their fortifying defense tactic inspired by Berrus.
As the crackling energy of Shae's eldritch blast is unleashed with a booming, almost thunder-like crack, the Carmine archer crumples to the ground, lifeless. A few seconds pass, as all are processing what just happened, before the remaining three archers all croak and start to leap away, the two grung on their mounts following after, knowing that they were outnumbered and outmatched.
The two grung on either side of Berrus and Brax, without their mounts, drop their defensive stances and kneel, croaking and looking at Gruk, confused but hopeful.
The combat is over, and each of you earn 200 XP!
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
The Professor holds on to the flaming sphere spell for a moment longer, ready to fling it at any more hostiles. When none attack, he relaxes and releases the spell, nodding to Gruk and starting the ritual for the comprehend languages spell.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The arrow comes loose, and you notice the tip being covered in a thick , dark iccor. You all remain on alert, but the two grung on the floor remain there, subdued. After then minutes, the Professor gives Gruk a nod, and the grung starts to speak, with the Professor translating along for the benefit of all: "Gruk speak with other grung before. Gruk show that Gruk still alive and that Gruk have stone. Gruk say that longknives can help grung, that grung not need attack longknives. But other red grung say Gruk lie, and tell grung warriors to attack. When longknives-that-glows kill red grung, grung warriors see that red grung not powerful, that Gruk really have stone. Grung here say that grung can help. Koro-arak not treat grung well. Koro-arak ill, grung say."
At this point, one of the captured grung turns to the Professor "Longknives speak grung tongue? Gruk say truth. Grung in big trouble. When grung lose stone, Koro-arak return, gold. Koro- arak become new chief, but Koro- arak make bad decisions. Koro-arak seek war with lizardmen, and war with long-knives. Koro-arak speak about more land for grung to live, more food. But every day, more grung die. But Koro-arak continue, for almost a moon now. Even forest against Koro-arak. Since Koro-arak chief of grung, no more hunting, and no more fishing. All animals weak and ill, life taken from them.Koro- arak go to forest. Now Koro-arak evil. Forest evil."
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
OOC: I say, it sounds very promising :) Like a quest-promising :)
Maxine relaxed a bit and put her crossbow aside. When involuntary excitement of the battle ended with the fight, exhaustion returned. "Sounds to me like someone in the forest makes locals to fight each other. Probably found something useful around."
Shae will take some deep breaths as the adrenaline begins to fade away completely from the fight. She'd take a good look around. Besides her and the captain, it feels like they made out quite well in this situation considering the surprise attack. Though, it looks at though the grungs amongst them has multiplied. Find the mother of the stone... Words from her dream would echo in her mind.
"Professor." Shae would grunt while she'd try to pick herself up off the ground. "Circling back to the conversation you had with Gruk last night. Did you mention using magic to disguise us or Gruk? Have we considered that that's what someone else is already doing with them? If they are born to their colours, how would one simply return gold?" The warlock would kind of trip over herself to get closer to the captain to review her injuries. As she fumbles, her eyes would meet with Maxine. Shaes eyes would widen then narrow with a thought, studying her face before looking back to the Professor. "There's more to this story that we've yet to figure out..."
As usual, the Professor will translate so all can understand the words spoken and judge for themselves how to proceed.
”Maxine, truly, it would seem that someone or something evil in the depths of the jungle made a deal with this Koro-arak and is using him to lead the other Grung to their own destruction. In my opinion, the last thing we should do is try to deceive them further,” offers Snively. “Once we have recovered from this attack, we should try to go to the grung village and try to help. We should offer to help in return for Faekin’s freedom as well as the freedom of all their other slaves.”
The Professor converses some more with Gruk and the two surrendered Grung as well as facilitating any discussion the others want to have. during this time he uses Arcane Recovery to get his spell slot back. He tries to convey their honest intentions as well as learn a bit more about the grung language and culture (planning to take a feat to learn some languages at level 4).
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gruk looks at the Professor in surprise: "Longknives go to grung village? Grung think longknives attack! Gruk try to explain, grung shoot Gruk, just like before. Not good, only more bloodshed. Koro-arak say Koro-arak right, longkinves want to attack grung..." he fell silent for a while, pondering, before then saying in a sudden outburst:
"But if longknives help, Gruk can find spot in forest, maybe learn source of Koro-arak's power and if tribe needs, destroy source... Then Gruk can return to tribe, and Gruk challenge weak Koro-arak. Gruk win, and Gruk new chief of grung, live in peace with longknives."
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
This post has potentially manipulated dice roll results.
Professor Snively:
"Of course, we attack the evil power at its source, and it weakens Koro-arak, maybe even the enchantment making his scales golden, and...yes, yes...that could work!" the Professor says excitedly, forgetting to translate and rapidly switching back and forth between common and Grung, asking Gruk, "But what could do this--where in the jungle did you say, Gruk, where did Koro-arak go to get his powers, what was the flora and fauna like...I MUST CHECK THE GAZETTEER!"
More excitable than usual, Snively starts poring through his gazeteer, looking for creatures of magical power in the jungles of Chult--maybe a dragon or some kind of fey or fiend?
History check with advantage using the Gazeteer: *22
With a groan, Shae would plop herself down near Maxine, placing her new Tome of the Shadows on her lap. She’d trace the markings on the cover with her fingers as she spoke “I woke from a dream and was gifted this tome from Kam. The vision he shared... I’m to find The Mother of the Stone... I’m starting to wonder if it’s related...” She needed to speak out loud just to separate herself from her mind.
"Ok, that's... something I have never heard of." Maxine already declared her readiness to follow the crew to the camp of these strange creatures (or to the source of their problems, because, obviously Professor was right - helping frogs would be helping themselves here). So, now that sudden appearance of material object out of the thin air got all her attention. "Not that I know much about people with connections to spirits - you are the first one I met, to be honest - but creating and object? Just like that? And what is this book about? Is it a spell book?" Maxine did not want to admit it yet, but she was beginning to question her chosen occupation. One more miracle, and she would ask Shae to talk with her Spirit about whether he knows someone else, who is searching for a friend.
Professor, you learn a couple of new and interesting things about the grung, and the surrounding area of the jungle, best you can place it. As you read on, you follow up on more topics. Although useful, you secretely curse the Gazetteer for not being more detailed and well-sourced. If you get out of this jungle, you'll have to send your notes to the editor, for an improved version.
Grung
These predominantly evil frog folk live in villages scattered throughout the jungle. They build their primitive structures from mud, vines, and wicker, and are more comfortable in trees than on the ground. They pepper enemies with poisoned arrows and leap from branch to branch without leaving any trail.
Not all grungs are evil. A few are willing to help explorers in exchange for food or treasure. Evil or not, grungs warn away intruders by hanging the bodies of slain foes from trees at the edge of their territory.
Some Chultan guides are aware of one grung village due south of Port Castigliar, between the Skylizard Mountains and the Peaks of Flame. For more information see Oth'ah Nungsam.
Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Green grungs are the tribe’s warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe’s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung.
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
------------------------ Oth'a Nungsam
Oth'a Nungsam is the main settlement of a small tribe of grung located at the Southern shore of Lake Luo. They are martial, thanks to a need to defend themselves against frequent raids by lizardfolk from the surrounding swamps. Known to take slaves. Avoid, if possible!
----------------------- Lake Luo
This lake sits above an immense geothermal sink, where it’s heated by volcanic vents and by lava streaming down from the Valley of Embers. Portions of the lake are actually boiling, sending up clouds of steam that can be seen for miles. The water is too hot and too alkaline for fish or any other type of aquatic life to survive in it, and the shore around the lake is a dead wasteland of ash, salt flats, and boneyards. Aside from mud mephits and steam mephits, few creatures thrive in the area, although some guides claim to have seen the Horned Lady, a near mystical figure that supposedly makes her home inside the skull of a giant who died near the Lake. The water cools and loses most of its alkalinity as it flows north along the River Olung. Further south however, the ash deposits help fertilise the soil, and a rich biosphere developss, providing ample hunting grounds for grung and lizardfolk alike.
--------------------
Hags
Hags are crones who represent corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by evil. Shapechangers and blasphemers, they ally with other hags to form magical covens with extra powers. They collect and remember secret knowledge that is better lost and forgotten. Desperate mortals come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones.
Each of the five common types of hags prefers a particular environment. It is possible to find a hag in unusual terrain, perhaps if she is traveling or is part of a coven along with two local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in a certain area before returning home.
Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear.
Bheur hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community.
Green hags inhabit dismal forests, swamps, and moors. A green hag’s body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy.
Night hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades.
Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
This post has potentially manipulated dice roll results.
Professor S:
"Gruk, what are the names of the two grung who surrendered? Can we trust them--will they follow you?" asks the Professor, trying to get a read on the situation with those two...
Insight: *8
Asking the others to gather around, Snively reads aloud the relevant passages in the Gazetteer (feel free to read the spoiler if you come to listen). He repeats the information in grung for Gruk's benefit, asking, "Gruk, is your tribe called Oth'a Nungsam, on the southern shore of a steaming lake? Is this true about a caste change ritual that modifies your scale color? Perhaps Koro-arak found a way to do this with the aid of a powerful ally."
Showing the pictures of the creatures in the Gazateer, the Professor says, "Perhaps a green hag, or maybe this mysterious Horned Lady is responsible." To Gruk, he asks, "Do you know anything of this Horned Lady or any nearby hags?"
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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"Stay wi me" Berrus shifts to a defensive position in front of "our" grung. Shield up.
Holding attack until the grung, Brax or myself are threatened
Laissez les bons temps rouler
Brax, with bleeding forearm, locks shields with Berrus, ready for the next attack, which follows only moments later, as the Carmine archer lets fly at Gruk. The arrow flies straight at the grung, until it is pushed down towards the barrel by one of the Professor's gusts.
The small grung looks confused and overwhelmed, hurt by inexplicable magic and not understanding why he was fighting. Looking towards his stocky companion, both leap off their mounts, and get into a defensive stand, on either side of Berrus and Brax, unwilling to strike isolated against the two larger and probably more experienced fighters.
Maxine, content with their confusion, takes aim at the archer among the leaves, and fires her bolt at him, with a force easily overcoming the Professor's gusts. Another croak from among the leaves assures her, that the Carmine archer was hit once more.
Thasselandra, still bleeding from the arrow, decides to take no further action and is positioning herself well behind the barrels to be in cover from the Archer's missile attacks, as she tries to fight through the pain. Both the scarlet and the crimson archer shoot at the exposed Gruk, but the first arrow is deflected by the Professor's gust, while the second arrow impacts Berrus shield without further harm. Falx, in pain from his hurt arm, further adds to the defensive position of Brax and Berrus, by getting behind Brax and covering his back, shortsword at the ready. Seeing this defesnsive bullwark drawn up, the Burgundy archer, from among the thicket, is trying to take a shot at the Professor, who not only singed his brothers, but is seemingly able to command the arrows too, but the arrow misses its target as well.
Seeing the developing stand-off, Bertrand remains in cover, ready to aid Berrus or the Professor, should they become threatened by any grung. Zip meanwhile follows his friends, and also takes aim at the Carmine archer who seemed to be given the orders. With an electrical crackle, his bolt disappears in the bushes.
6 vs 13
10 vs 13
12 vs 13
10 vs 17
23 vs 13 for 10 damage
Shae, you're up!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
With a grunt, Shae will peak from cover again. Through her pain with what ever strength she could grit and muster, the warlock would hurl her familiar ball of crackling energy at the Carmine archer.
Casting: Eldritch Blast Attack: 20 Damage: 5
She'd groan on her way back down into cover, closing her eyes for a moment to breathe through it. "Hang in there Capt." At this moment, she truly appreciated their fortifying defense tactic inspired by Berrus.
just an unstable unicorn.
As the crackling energy of Shae's eldritch blast is unleashed with a booming, almost thunder-like crack, the Carmine archer crumples to the ground, lifeless. A few seconds pass, as all are processing what just happened, before the remaining three archers all croak and start to leap away, the two grung on their mounts following after, knowing that they were outnumbered and outmatched.
The two grung on either side of Berrus and Brax, without their mounts, drop their defensive stances and kneel, croaking and looking at Gruk, confused but hopeful.
The combat is over, and each of you earn 200 XP!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine poked her head above the cover and and looked at the kneeling grungs with suspicion: "Are we sure they are done?"
Meili Liang Lvl 5 Monk
Dice
Professor S:
The Professor holds on to the flaming sphere spell for a moment longer, ready to fling it at any more hostiles. When none attack, he relaxes and releases the spell, nodding to Gruk and starting the ritual for the comprehend languages spell.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Berrus relaxes slightly but remains guarded- and tries to pull the arrow out of his shield
Laissez les bons temps rouler
The arrow comes loose, and you notice the tip being covered in a thick , dark iccor. You all remain on alert, but the two grung on the floor remain there, subdued. After then minutes, the Professor gives Gruk a nod, and the grung starts to speak, with the Professor translating along for the benefit of all: "Gruk speak with other grung before. Gruk show that Gruk still alive and that Gruk have stone. Gruk say that longknives can help grung, that grung not need attack longknives. But other red grung say Gruk lie, and tell grung warriors to attack. When longknives-that-glows kill red grung, grung warriors see that red grung not powerful, that Gruk really have stone. Grung here say that grung can help. Koro-arak not treat grung well. Koro-arak ill, grung say."
At this point, one of the captured grung turns to the Professor "Longknives speak grung tongue? Gruk say truth. Grung in big trouble. When grung lose stone, Koro-arak return, gold. Koro- arak become new chief, but Koro- arak make bad decisions. Koro-arak seek war with lizardmen, and war with long-knives. Koro-arak speak about more land for grung to live, more food. But every day, more grung die. But Koro-arak continue, for almost a moon now. Even forest against Koro-arak. Since Koro-arak chief of grung, no more hunting, and no more fishing. All animals weak and ill, life taken from them.Koro- arak go to forest. Now Koro-arak evil. Forest evil."
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
That doesnt sound promisin atall
Laissez les bons temps rouler
OOC: I say, it sounds very promising :) Like a quest-promising :)
Maxine relaxed a bit and put her crossbow aside. When involuntary excitement of the battle ended with the fight, exhaustion returned. "Sounds to me like someone in the forest makes locals to fight each other. Probably found something useful around."
Meili Liang Lvl 5 Monk
Dice
Shae will take some deep breaths as the adrenaline begins to fade away completely from the fight. She'd take a good look around. Besides her and the captain, it feels like they made out quite well in this situation considering the surprise attack. Though, it looks at though the grungs amongst them has multiplied. Find the mother of the stone... Words from her dream would echo in her mind.
"Professor." Shae would grunt while she'd try to pick herself up off the ground. "Circling back to the conversation you had with Gruk last night. Did you mention using magic to disguise us or Gruk? Have we considered that that's what someone else is already doing with them? If they are born to their colours, how would one simply return gold?" The warlock would kind of trip over herself to get closer to the captain to review her injuries. As she fumbles, her eyes would meet with Maxine. Shaes eyes would widen then narrow with a thought, studying her face before looking back to the Professor. "There's more to this story that we've yet to figure out..."
just an unstable unicorn.
The Professor:
As usual, the Professor will translate so all can understand the words spoken and judge for themselves how to proceed.
”Maxine, truly, it would seem that someone or something evil in the depths of the jungle made a deal with this Koro-arak and is using him to lead the other Grung to their own destruction. In my opinion, the last thing we should do is try to deceive them further,” offers Snively. “Once we have recovered from this attack, we should try to go to the grung village and try to help. We should offer to help in return for Faekin’s freedom as well as the freedom of all their other slaves.”
The Professor converses some more with Gruk and the two surrendered Grung as well as facilitating any discussion the others want to have. during this time he uses Arcane Recovery to get his spell slot back. He tries to convey their honest intentions as well as learn a bit more about the grung language and culture (planning to take a feat to learn some languages at level 4).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Sounds like as good a plan as any Berrus growls strapping his shield back on
Laissez les bons temps rouler
Gruk looks at the Professor in surprise: "Longknives go to grung village? Grung think longknives attack! Gruk try to explain, grung shoot Gruk, just like before. Not good, only more bloodshed. Koro-arak say Koro-arak right, longkinves want to attack grung..." he fell silent for a while, pondering, before then saying in a sudden outburst:
"But if longknives help, Gruk can find spot in forest, maybe learn source of Koro-arak's power and if tribe needs, destroy source... Then Gruk can return to tribe, and Gruk challenge weak Koro-arak. Gruk win, and Gruk new chief of grung, live in peace with longknives."
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Professor Snively:
"Of course, we attack the evil power at its source, and it weakens Koro-arak, maybe even the enchantment making his scales golden, and...yes, yes...that could work!" the Professor says excitedly, forgetting to translate and rapidly switching back and forth between common and Grung, asking Gruk, "But what could do this--where in the jungle did you say, Gruk, where did Koro-arak go to get his powers, what was the flora and fauna like...I MUST CHECK THE GAZETTEER!"
More excitable than usual, Snively starts poring through his gazeteer, looking for creatures of magical power in the jungles of Chult--maybe a dragon or some kind of fey or fiend?
History check with advantage using the Gazeteer: *22
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"jus point me in a direction Berrus ends with a low laugh
Laissez les bons temps rouler
With a groan, Shae would plop herself down near Maxine, placing her new Tome of the Shadows on her lap. She’d trace the markings on the cover with her fingers as she spoke “I woke from a dream and was gifted this tome from Kam. The vision he shared... I’m to find The Mother of the Stone... I’m starting to wonder if it’s related...” She needed to speak out loud just to separate herself from her mind.
just an unstable unicorn.
"Ok, that's... something I have never heard of." Maxine already declared her readiness to follow the crew to the camp of these strange creatures (or to the source of their problems, because, obviously Professor was right - helping frogs would be helping themselves here). So, now that sudden appearance of material object out of the thin air got all her attention. "Not that I know much about people with connections to spirits - you are the first one I met, to be honest - but creating and object? Just like that? And what is this book about? Is it a spell book?" Maxine did not want to admit it yet, but she was beginning to question her chosen occupation. One more miracle, and she would ask Shae to talk with her Spirit about whether he knows someone else, who is searching for a friend.
Meili Liang Lvl 5 Monk
Dice
OOC: Very nice roll! Prepare for the info dump!
Professor, you learn a couple of new and interesting things about the grung, and the surrounding area of the jungle, best you can place it. As you read on, you follow up on more topics. Although useful, you secretely curse the Gazetteer for not being more detailed and well-sourced. If you get out of this jungle, you'll have to send your notes to the editor, for an improved version.
Grung
These predominantly evil frog folk live in villages scattered throughout the jungle. They build their primitive structures from mud, vines, and wicker, and are more comfortable in trees than on the ground. They pepper enemies with poisoned arrows and leap from branch to branch without leaving any trail.
Not all grungs are evil. A few are willing to help explorers in exchange for food or treasure. Evil or not, grungs warn away intruders by hanging the bodies of slain foes from trees at the edge of their territory.
Some Chultan guides are aware of one grung village due south of Port Castigliar, between the Skylizard Mountains and the Peaks of Flame. For more information see Oth'ah Nungsam.
Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Green grungs are the tribe’s warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe’s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung.
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
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Oth'a Nungsam
Oth'a Nungsam is the main settlement of a small tribe of grung located at the Southern shore of Lake Luo. They are martial, thanks to a need to defend themselves against frequent raids by lizardfolk from the surrounding swamps. Known to take slaves. Avoid, if possible!
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Lake Luo
This lake sits above an immense geothermal sink, where it’s heated by volcanic vents and by lava streaming down from the Valley of Embers. Portions of the lake are actually boiling, sending up clouds of steam that can be seen for miles. The water is too hot and too alkaline for fish or any other type of aquatic life to survive in it, and the shore around the lake is a dead wasteland of ash, salt flats, and boneyards. Aside from mud mephits and steam mephits, few creatures thrive in the area, although some guides claim to have seen the Horned Lady, a near mystical figure that supposedly makes her home inside the skull of a giant who died near the Lake. The water cools and loses most of its alkalinity as it flows north along the River Olung. Further south however, the ash deposits help fertilise the soil, and a rich biosphere developss, providing ample hunting grounds for grung and lizardfolk alike.
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Hags
Hags are crones who represent corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by evil. Shapechangers and blasphemers, they ally with other hags to form magical covens with extra powers. They collect and remember secret knowledge that is better lost and forgotten. Desperate mortals come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones.
Each of the five common types of hags prefers a particular environment. It is possible to find a hag in unusual terrain, perhaps if she is traveling or is part of a coven along with two local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in a certain area before returning home.
Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear.
Bheur hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community.
Green hags inhabit dismal forests, swamps, and moors. A green hag’s body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy.
Night hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades.
Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright.
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Professor S:
"Gruk, what are the names of the two grung who surrendered? Can we trust them--will they follow you?" asks the Professor, trying to get a read on the situation with those two...
Insight: *8
Asking the others to gather around, Snively reads aloud the relevant passages in the Gazetteer (feel free to read the spoiler if you come to listen). He repeats the information in grung for Gruk's benefit, asking, "Gruk, is your tribe called Oth'a Nungsam, on the southern shore of a steaming lake? Is this true about a caste change ritual that modifies your scale color? Perhaps Koro-arak found a way to do this with the aid of a powerful ally."
Showing the pictures of the creatures in the Gazateer, the Professor says, "Perhaps a green hag, or maybe this mysterious Horned Lady is responsible." To Gruk, he asks, "Do you know anything of this Horned Lady or any nearby hags?"
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"