Due to his recent attunement with the Underdark and his deep knowledge of elementals, Oorr tried to find a way around.
Survival check 22
You've no way to actually forge through the rock, but you're Underdark attunement leaves you certain of where the Xorn is heading if you can just get back to the outskirts of the city. You're also fairly sure that the wererats in this warren must have a way of entering and exiting secretly to get around the guards at the gate. You believe the most likely exit from the warren is to the South, but as you look in that direction you discover a plethora of criss-crossing footprints and tracks (both rat and human), as well as the din of a crowd of people further South.
If you do decide to exit out the main doors (back in Blingdenstone), you can probably intercept the Xorn outside the city, but it will take longer. If you choose to go through the warren, you can get there more quickly, but are likely to encounter wererats.
Though Belwar offers to magically disrupt the rock, and thinking that backing out of the main entrance may take too long, you decide to opt for the quickest path, through the Warrens, following trails that Oorr believes can lead to tunnels outside.
Oorr and Zippy in the lead, you follow the tunnels South (to Area 25) where you heard the din of voices. As you enter into the cavern you see a stairway leading up to a higher plateau (Area 26) and a small crowd of deep gnomes. Most look normal, but a few exhibit more rat like features with whiskers and elongated noses. There seems to be a portly deep gnome talking to them, himself looking more rat than deep gnome. Beyond the crowd, you see the exit you were hoping to find (Area 27).
(Because of the survival roll, I'm going to allow you to make another decision here. You can walk in full view of the crowd, or you can try and sneak around the outside of the cave to remain undetected and reach the exit. What's it gonna be?)
Oorr takes the fine wooden box inlaid with silver (25 gp worth) without the gems inside, he gives it to Zippy, using his sticky legs to hold it, and command him to take it on one side of the cavern, walking on the walls and ceiling. Zippy will then release the box from up high, hoping to get the attention of the gnome-rats, and meet the party ahead at the exit.
Brox grabs some dirt and water and makes a paste. She soils her otherwise beautifully cared for, shiny splint armour with a heavy heart. But she knows that not only the sounds of her walking but also reflections off the shiny silver can easily compromise her position. Then she rips some fabric from her undergarment and ties pieces of it around her boots to deaden the sound of her steps.
When Brox looks at her own disguise, she realises Dawnbringer's bright light. Dawnbringer, I need you to hide. We are trying to sneak past these wererats to follow that stone creature. I will awaken you again from the hilt on the other side.No, I am the bringer of light and the destruction of all darkness. You cannot just sheath me like a any common sword. We will fight the wererats first if we have to. I can see darkness in them. I will cut through their dark souls like... With a swift movement of her hand, Brox sends Dawnbringer back into the hilt mid sentence. Once again silence spreads out inside her head. I always longed to get my hearing back, but man, hearing constant talking is hard. I wonder how other people cope with it. Brox wonders. She carefully stores the sword hilt on her side.
With a heavy heart she starts following Oorr and tries her best to keep quiet.
This post has potentially manipulated dice roll results.
Before starting to walk, Grimnir focuses on his fungi that always covers him. In a strange way, the fungi seems to take the color of the rock, helping the dwarf to hide (OOC: basically cast Guidance) Similarly to Oorr, Grimnir picks up a small rock and throws it far away , on the other side of the room and start following up the group
Zippy drops the box into the crowd, causing a commotion as the people rush to see what happened. The large round one that was speaking shouts out, "Bring me whatever that is! Maybe it's a sign it's time to strike!"The distraction is enough that no one seems to notice the adventurers moving quickly around the edge of the cavern. You make it around the crowd, and Oorr and Zippy lead the group into a tunnel in the rock hidden by a boulder.
The tunnel goes only a short distance before emerging outside of Blingdenstone's main entrance. You have just enough cover in the cavern to be missed by the guards. Wasting no time, Oorr leads the way through the outskirts to the city where the Xorn was heading. It takes you several hours of travel, but eventually you see the creature milling about a tunnel entrance. When it sees you, it waves its three arms in recognition, beckoning you towards it.
"You took time. You have gems? Yes, I smell them,"it rumbles in its odd rocky language. You see a pointed tongue emerge from the mouth on its head, licking the lips and sharp teeth that ring the orifice. "Boon is that way. Follow markers."It seems to be pointing towards an unassuming tunnel, and a small pyramid of rocks that are stacked up in front it. Aside from the pile of stones, it looks like any of the dozen other tunnels in the area.
The xorn gobbles the gems, and belches loudly. It rumbles a "Thank you,"and then melds into a stone wall and disappears.
The pyramid of rocks is a simple formation of pebbles and fist sized stones arranged in a small upright pyramid. After a quick examination, you see the pyramid is actually angled in such a way that it points into the tunnel. Grimnir scouts ahead, and can see the tunnel goes deeper West, away from Blingdenstone. With the waymarker stones pointing that way, and on the suggestion from the Xorn, you all strike off down the tunnel.
After 5 hours of traveling you come to another open cavern with diverging paths. Another waymarker of stones is set in the middle of the clearing.
Oorr recalls of the old Aarakocra sages talking about the Labyrinth Winds, a place on the Elemental Plane of Air impossible to navigate except to the most experienced birdfolk. This is not much different...
This post has potentially manipulated dice roll results.
All of you are focused on finding the boon. Grimnir scouts for dangers, while Belwar calculates uses the Stonespeaker Crystal to search out the paths. Oorr studies the waymarker and clearly sees the intention behind its creation, and the path it's setting them on. Even Brox, though still growing accustomed to navigating in the Underdark, seems to be getting a knack for moving about in the rocky terrain.
With Oorr leading the way, you strike down another tunnel, eventually coming to a second clearing. Here, there is a tunnel flanked on both sides by stone carvings of a male and female deep gnome face. You venture down this tunnel, following another waymarker for another 12 hours. At long last, you enter via a small tunnel which ends at a ledge overlooking a huge cavern. This appears to be the end of the path the waymarkers were pointing towards. The cavern is lined with stalactites and stalagmites, and there appears to be a large flat circular area down at the bottom. There is a small narrow path leading down from the ledge towards the circle.
This post has potentially manipulated dice roll results.
Grimnir stays put, as Oorr requested but keeps an eye open on his friend. Preparing for a possible battle, Grimnir flees his muscles and draw his shortsword. To help identifying what lies ahead, Grimnir give a bit of light by sending some spores floating around (OOC: Guidance)
Oorr will scout the cavern flying around. If he sees nothing of bringing danger, he'll gesture to the party to come down.
Perception: 19
With the light from Grimnir's spores, you're able to make out a tangled mess of rock that fills the cavern. In the center is a flat circular area, and there appear to be symbols etched in the ring around the circle. Some sort of summoning zone, that may be the fabled Entemoch's Boon you've been looking for. Closer examination reveals several broken statue like creatures, mostly rats, badgers, spiders, and other cave vermin. Oorr, a thought occurs to you, having fought the medusa, that these may not be statues, and as you look back towards your party waiting on the ledge, you see the movement of two lizard like creatures heading towards them.
"Quick!"
Due to his recent attunement with the Underdark and his deep knowledge of elementals, Oorr tried to find a way around.
Survival check 22
You've no way to actually forge through the rock, but you're Underdark attunement leaves you certain of where the Xorn is heading if you can just get back to the outskirts of the city. You're also fairly sure that the wererats in this warren must have a way of entering and exiting secretly to get around the guards at the gate. You believe the most likely exit from the warren is to the South, but as you look in that direction you discover a plethora of criss-crossing footprints and tracks (both rat and human), as well as the din of a crowd of people further South.
If you do decide to exit out the main doors (back in Blingdenstone), you can probably intercept the Xorn outside the city, but it will take longer. If you choose to go through the warren, you can get there more quickly, but are likely to encounter wererats.
"Well, it seems to be gone.... Should we continue toward the wererats ?"
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"We might lose it. Let's follow him through the warrens."
Grimnir follows Oorr, trusting the instinct of his fellow companion.
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Though Belwar offers to magically disrupt the rock, and thinking that backing out of the main entrance may take too long, you decide to opt for the quickest path, through the Warrens, following trails that Oorr believes can lead to tunnels outside.
Oorr and Zippy in the lead, you follow the tunnels South (to Area 25) where you heard the din of voices. As you enter into the cavern you see a stairway leading up to a higher plateau (Area 26) and a small crowd of deep gnomes. Most look normal, but a few exhibit more rat like features with whiskers and elongated noses. There seems to be a portly deep gnome talking to them, himself looking more rat than deep gnome. Beyond the crowd, you see the exit you were hoping to find (Area 27).
(Because of the survival roll, I'm going to allow you to make another decision here. You can walk in full view of the crowd, or you can try and sneak around the outside of the cave to remain undetected and reach the exit. What's it gonna be?)
Oorr and Zippy will lead the party through the sneaky path. Better to deal with one issue at a time.
Oorr takes the fine wooden box inlaid with silver (25 gp worth) without the gems inside, he gives it to Zippy, using his sticky legs to hold it, and command him to take it on one side of the cavern, walking on the walls and ceiling. Zippy will then release the box from up high, hoping to get the attention of the gnome-rats, and meet the party ahead at the exit.
Oorr Stealth check: 13
Zippy Stealth check: 24
If the bait works and advantage is granted...
Oorr Stealth check: 17
Zippy Stealth check: 25
Brox grabs some dirt and water and makes a paste. She soils her otherwise beautifully cared for, shiny splint armour with a heavy heart. But she knows that not only the sounds of her walking but also reflections off the shiny silver can easily compromise her position. Then she rips some fabric from her undergarment and ties pieces of it around her boots to deaden the sound of her steps.
When Brox looks at her own disguise, she realises Dawnbringer's bright light. Dawnbringer, I need you to hide. We are trying to sneak past these wererats to follow that stone creature. I will awaken you again from the hilt on the other side. No, I am the bringer of light and the destruction of all darkness. You cannot just sheath me like a any common sword. We will fight the wererats first if we have to. I can see darkness in them. I will cut through their dark souls like... With a swift movement of her hand, Brox sends Dawnbringer back into the hilt mid sentence. Once again silence spreads out inside her head. I always longed to get my hearing back, but man, hearing constant talking is hard. I wonder how other people cope with it. Brox wonders. She carefully stores the sword hilt on her side.
With a heavy heart she starts following Oorr and tries her best to keep quiet.
stealth check: 10
second roll in case of disadvantage: 11
Before starting to walk, Grimnir focuses on his fungi that always covers him. In a strange way, the fungi seems to take the color of the rock, helping the dwarf to hide (OOC: basically cast Guidance)
Similarly to Oorr, Grimnir picks up a small rock and throws it far away , on the other side of the room and start following up the group
Stealth: 14 + 1
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Zippy drops the box into the crowd, causing a commotion as the people rush to see what happened. The large round one that was speaking shouts out, "Bring me whatever that is! Maybe it's a sign it's time to strike!" The distraction is enough that no one seems to notice the adventurers moving quickly around the edge of the cavern. You make it around the crowd, and Oorr and Zippy lead the group into a tunnel in the rock hidden by a boulder.
The tunnel goes only a short distance before emerging outside of Blingdenstone's main entrance. You have just enough cover in the cavern to be missed by the guards. Wasting no time, Oorr leads the way through the outskirts to the city where the Xorn was heading. It takes you several hours of travel, but eventually you see the creature milling about a tunnel entrance. When it sees you, it waves its three arms in recognition, beckoning you towards it.
"You took time. You have gems? Yes, I smell them," it rumbles in its odd rocky language. You see a pointed tongue emerge from the mouth on its head, licking the lips and sharp teeth that ring the orifice. "Boon is that way. Follow markers." It seems to be pointing towards an unassuming tunnel, and a small pyramid of rocks that are stacked up in front it. Aside from the pile of stones, it looks like any of the dozen other tunnels in the area.
Oorr tosses the two amethysts and two small diamonds to the Xorn.
”Thank you, friend. May the winds bless you."
Oorr goes examining the pyramid of rocks.
Grimnir will keep an eye out for potential danger
Perception: 18 + 4 (Guidance)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
The xorn gobbles the gems, and belches loudly. It rumbles a "Thank you," and then melds into a stone wall and disappears.
The pyramid of rocks is a simple formation of pebbles and fist sized stones arranged in a small upright pyramid. After a quick examination, you see the pyramid is actually angled in such a way that it points into the tunnel. Grimnir scouts ahead, and can see the tunnel goes deeper West, away from Blingdenstone. With the waymarker stones pointing that way, and on the suggestion from the Xorn, you all strike off down the tunnel.
After 5 hours of traveling you come to another open cavern with diverging paths. Another waymarker of stones is set in the middle of the clearing.
(OOG Everyone please make either an Investigation, or Survival check.)
Oorr recalls of the old Aarakocra sages talking about the Labyrinth Winds, a place on the Elemental Plane of Air impossible to navigate except to the most experienced birdfolk. This is not much different...
Oorr Survival check: 21
Survival if needed: 25
(ahah critic , along the ranger feature, we are definitively NOT lost)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
All of you are focused on finding the boon. Grimnir scouts for dangers, while Belwar calculates uses the Stonespeaker Crystal to search out the paths. Oorr studies the waymarker and clearly sees the intention behind its creation, and the path it's setting them on. Even Brox, though still growing accustomed to navigating in the Underdark, seems to be getting a knack for moving about in the rocky terrain.
With Oorr leading the way, you strike down another tunnel, eventually coming to a second clearing. Here, there is a tunnel flanked on both sides by stone carvings of a male and female deep gnome face. You venture down this tunnel, following another waymarker for another 12 hours. At long last, you enter via a small tunnel which ends at a ledge overlooking a huge cavern. This appears to be the end of the path the waymarkers were pointing towards. The cavern is lined with stalactites and stalagmites, and there appears to be a large flat circular area down at the bottom. There is a small narrow path leading down from the ledge towards the circle.
"Stay here."
Oorr will scout the cavern flying around. If he sees nothing of bringing danger, he'll gesture to the party to come down.
Perception: 19
Grimnir stays put, as Oorr requested but keeps an eye open on his friend. Preparing for a possible battle, Grimnir flees his muscles and draw his shortsword.
To help identifying what lies ahead, Grimnir give a bit of light by sending some spores floating around (OOC: Guidance)
Perception: 18 + 1 (guidance)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
With the light from Grimnir's spores, you're able to make out a tangled mess of rock that fills the cavern. In the center is a flat circular area, and there appear to be symbols etched in the ring around the circle. Some sort of summoning zone, that may be the fabled Entemoch's Boon you've been looking for. Closer examination reveals several broken statue like creatures, mostly rats, badgers, spiders, and other cave vermin. Oorr, a thought occurs to you, having fought the medusa, that these may not be statues, and as you look back towards your party waiting on the ledge, you see the movement of two lizard like creatures heading towards them.

Let's roll initiative. :D
Monster Initiative: 10