The tavern patrons find a good deal of enjoyment in Mola's tale, although there does seem to be a few who doubt the veracity of his claim to asking the pig to stop. Nearly all have heard of Shieldmeet but none have ever been part of it.
Regarding Elrik, you learn he's the lone smith in Olostin's Hold. He's a dwarf, a quiet one at that, but he has a reputation for being reliable and doing good work. When Mola mentions "a little project," everyone assumes the four of you need some smithing done. That assumption quickly dissipates, however, at Mola's mentioning of the Hand.
"The Tribe of the Hand steers clear of the Hold, and we steer clear of them," remarks a flaxen-haired half-elf. "And, yes, they'll take a person now and then. They've learned that some folks pay handsomely for the life of a loved one. Hasn't happened to anyone around here that I know of."
"If the Hand is troubling any civilized folk, then my guess is they're doing so farther north," adds the bartender. "On Rauvin Road between Silverymoon and Rivermoot. Hope you're not lookin' to bother with them. You won't be celebratin' your accomplishments at Shieldmeet for much longer if you do."
Mola listens with humility and nods seriously when the townsfolk share the dangers, if remote, of the Hand. "Thank you for the counsel, friends."He turns to Jheric and Gwin, still audible to the townsfolk. "Perhaps we aught to check out the road between here and Everlund?"
He makes a couple subtle-meaning looks at the townsfolk (he's trying to communicate that talking about their real mission around others wouldn't be smart, though that might not get communcated), and finishes up his meal and drink. He still tries to chat up Burrik about Elrik, finding out more about him, stories, what he looks like, what he likes to do, what they know about him, who this friend is. He'll buy the old dwarf a drink for his trouble.
He's fine to retire to the inn for the night and set out in the morning if there's nothing else to do...
Jheric hangs a few feet away from Mola so as to appear a bit more distant in relation, "I've heard stories of other dangerous people as well. You said 'barbarians', right? Are they one of the Uthgardt clans?"
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Let me know if you wish for any additional interactions with patrons of the Flaming Flagon. We can fill that in as needed.
Knowing it's a full day's ride to the Hand, you settle your bill at the inn--11 silver pieces for the evening meal, morning meal, and lodging--and depart the Hold early the next morning.
The temperature dropped considerably in the night, resulting in a blanket of fog that covers your way northward. Keeping the route marked by Renna, Silverwood is immediately to your right, its ancient trees stand atop the rugged, rocky terrain that lies between the Evermoors and the Nether Mountains. The gloominess of the Evermoors is immediately to your left. Renna mentioned a series of caves that the Hand uses at its base of operations; so throughout the day you look for anything that resembles the mouth of a cave in the rocky terrain and ridges that border the moors. Approximately an hour of daylight remains when you see what you're looking for: a clear opening, roughly seven feet square, in a cleft of granite that lies nearly 150' to the north of you.
To approach this cave opening is to do so without the benefit of any kind of cover. The rocky hillside is mostly bare, littered here and there with stumps of trees, indicating the work of loggers from long ago. The soggy stretch of land to your left offers no hiding places whatsoever.
Rixtonawakes in the morning having never gotten out of the chair. His bed remains untouched. The rogue steps out into the crisp morning air and sees to the saddling of the horses while it is still dark.
He rides for most of the day in silence, nimbly dancing a coin through his fingers. Upon seeing the entrance to the Hand's lair, he dismounts and loosely wraps Knickerboxer's reins over a stray branch trying to restart the life of a tree stump. He approaches the opening and calls out, first in common, then in goblin, then in giant:
Warriors of the Hand! The High Forest threat grows strong. We have come to join your fight.
Rixtonkeeps his hands out and weapons sheathed as he approaches the opening, stopping if anyone appears at the opening or 40' from it, whichever comes first.
Rixton's voice shatters the silence, and within a minute a female orc steps out of the darkness of the cave and stares menacingly in your direction. She is unarmed, save for her sinister-looking claws. From where he stands--roughly 50' distant--Rixton can discern a rune that hangs around the orc's neck. As she begins to speak her eyes take on a faint red glow. The strength and volume of her voice surprises all of you.
"Children with heads of foolishness, run to your homes before you are hunted."
Jheric steps up beside Rizton, waving his hands up as well, then dropping them to his sides, "You have been wounded recently, in body and spirit, and we are here as emissaries. Two men were taken by your people. We would ask them why they acted as they did, then they are yours to do as you like."
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
History check, regarding the possibility of being familiar with the rune worn around the orc's neck: Gwin8 | Jheric8 | Mola22 | Rixton13
----------------------------------------
Rixton and Jheric:
Both of you have seen the orc rune previously. While skimming through the book The Savages and Their Gods, you read of Luthic, the orc deity of fertility, medicine, females and servitude. She was the wife of Gruumsh, and her symbol is the orcish rune for "home"
The female orc narrows her gaze, focusing on Jheric, and replies in the same booming voice, "The Hand will always do as it likes, human."
She turns away as if she will say no more and return to the darkness of the cave. Suddenly changing her mind, she turns back and addresses Jheric's offer. "Two may enter. Only two."
Gwin had been tending to Steveaustin and praying over all the equines for safety and protection. Jheric and Rixton had gone ahead to explore the opening of the cave they'd all assumed was the location of the Tribe. Gwin hears the unmistakable voice of Rixton, echoing into the opening of the cave and as she reaches them she is startled to see a female orc already standing at the dark, gaping maw.
As the orc makes the offer to have two of their party go with her, Gwin approaches with her hands out, indicating she is unarmed. Mighty warrior of the Hand, she says with a bow. We wish you no ill will, we desire only to speak with your captives.
Gwin can feel a tremble in her throat as she comes within 30 feet of the orc, but steadying herself with the resolve of a creature who possesses unfailing faith in a power greater than themself, she continues. Grasping the amulet around her neck she says Suggestion, We are a small party and no threat to you. We should all be allowed to enter.
Sorry for missing the thread on this and I’m now playing catch-up. I think Mola would have turned into a spider or an ant or beetle or something small with darkvision before Rixton had walked up to the cave to announce himself, unless that was meant to be a surprise. He’d have scurried to the ceiling of the tunnel (or if Rixton Gwin or Jheric agreed, hitched a ride in someone’s hair) and tried to stay out of sight. He’s happy to leave the talking to the others for a while so he could have the option to scout unseen.
Jheric passes a hand over his crystal pendant as they near the cave entrance. In an instant, it jumps to life with a shining Light, "My kind do not fare well in the dark. You'll have to excuse me." The illumination, however, is only a ruse as he periodically mumbles to himself and arcane whispers float on the air into the ears of his companions.
(Casting [Tooltip Not Found] as we walk)
To Gwin: Nice work back there. Might need that trick again before we're done.
To everyone: I don't much care what happens to the Pikes; they betrayed the Harpers and seem to have thrown their lot in with crazed barbarians. Answer first, rescue if convenient.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Mola has hitched a ride on Rixton’s shoulder and is looking for a decent opportunity to crawl off to make his own way to scout around on the ceiling, depending on what the cave looks like.
If Jheric is communicating via a message cantrip (couldn’t see), Mola will reply saying he will look around for answers if given the chance, and ask the wizard to check in from time to time because spiders can’t talk.
Assuming (1) Jheric is utilizing the message cantrip , (2) Gwin is maintaining concentration on her suggestion spell, and (3) Mola is remaining upon Rixton's shoulder as we proceed. Let me know if any of these conditions change.
"Keep your weapons sheathed and the Hand will not harm you,"she orders as she turns to lead you into the darkness.
After walking approximately 30' she says something in Orc and two male orc guards, armed with javelins step out of an alcove (1) and stand before the group. The two orcs seem disgruntled by whatever they're being told, but they lower their weapons, step back into the alcove, and stare at you as you walk past. After another 30', the passageway opens into a room of sorts, and you come to the understanding of the tribe's name. Overhead (2), from a length of rope, hang dozens of shriveled hands, from gnome-sized to giant-sized. You can see the room has a second level to it (3) that is basically a massive rock with a smooth, flat top. It is connected to other similar areas in the cave by way of crude bridges (4). As you continue northward through the cave complex, you see another male orc sitting on a set of steps (5) that lead to the upper level. Before it can stand, the female orc speaks, again using Orc, and the male simply nods. You pass under two more lengths of rope (2) that display the gruesome trophies from the tribe's past. On your left is a set of roughly carved steps that lead steeply downward (6), seemingly into utter darkness. To your right is a passageway (7) that is faintly illuminated, and you surmise it may be another entrance into this system of passageways. Your journey through the cave ends in a large, open room (8) that has a small, sputtering torch attached to the wall. Against the southern wall of the room sit three individuals: two human males and one female wood elf. All three are barefooted, dirty, and wrapped in threadbare blankets. They do not appear to be physically restrained in any way, and, needless to say, they are surprised to see you.
"Visitors, brothers. Remember Naraga's law," announces the female orc. She then unceremoniously turns and leaves the room.
Molarachnid drops down on a piece of silk off Rixton's back. He darts to where the wall meets the floor and keeps an eye which direction the female orc goes. He's trying to get a sense of if she just headed back to the entrance of the cave by her direction and the sound of her footsteps, or went to another place. He doesn't get out of sight of the humans and half-elf.
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The tavern patrons find a good deal of enjoyment in Mola's tale, although there does seem to be a few who doubt the veracity of his claim to asking the pig to stop. Nearly all have heard of Shieldmeet but none have ever been part of it.
Regarding Elrik, you learn he's the lone smith in Olostin's Hold. He's a dwarf, a quiet one at that, but he has a reputation for being reliable and doing good work. When Mola mentions "a little project," everyone assumes the four of you need some smithing done. That assumption quickly dissipates, however, at Mola's mentioning of the Hand.
"The Tribe of the Hand steers clear of the Hold, and we steer clear of them," remarks a flaxen-haired half-elf. "And, yes, they'll take a person now and then. They've learned that some folks pay handsomely for the life of a loved one. Hasn't happened to anyone around here that I know of."
"If the Hand is troubling any civilized folk, then my guess is they're doing so farther north," adds the bartender. "On Rauvin Road between Silverymoon and Rivermoot. Hope you're not lookin' to bother with them. You won't be celebratin' your accomplishments at Shieldmeet for much longer if you do."
Mola listens with humility and nods seriously when the townsfolk share the dangers, if remote, of the Hand. "Thank you for the counsel, friends." He turns to Jheric and Gwin, still audible to the townsfolk. "Perhaps we aught to check out the road between here and Everlund?"
He makes a couple subtle-meaning looks at the townsfolk (he's trying to communicate that talking about their real mission around others wouldn't be smart, though that might not get communcated), and finishes up his meal and drink. He still tries to chat up Burrik about Elrik, finding out more about him, stories, what he looks like, what he likes to do, what they know about him, who this friend is. He'll buy the old dwarf a drink for his trouble.
He's fine to retire to the inn for the night and set out in the morning if there's nothing else to do...
Jheric hangs a few feet away from Mola so as to appear a bit more distant in relation, "I've heard stories of other dangerous people as well. You said 'barbarians', right? Are they one of the Uthgardt clans?"
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"Indeed. Uthgardts...barbarians...they're one and the same," answers Burrik. "Certain the ones we're talking of were Tree Ghosts."
Let me know if you wish for any additional interactions with patrons of the Flaming Flagon. We can fill that in as needed.
Knowing it's a full day's ride to the Hand, you settle your bill at the inn--11 silver pieces for the evening meal, morning meal, and lodging--and depart the Hold early the next morning.
The temperature dropped considerably in the night, resulting in a blanket of fog that covers your way northward. Keeping the route marked by Renna, Silverwood is immediately to your right, its ancient trees stand atop the rugged, rocky terrain that lies between the Evermoors and the Nether Mountains. The gloominess of the Evermoors is immediately to your left. Renna mentioned a series of caves that the Hand uses at its base of operations; so throughout the day you look for anything that resembles the mouth of a cave in the rocky terrain and ridges that border the moors. Approximately an hour of daylight remains when you see what you're looking for: a clear opening, roughly seven feet square, in a cleft of granite that lies nearly 150' to the north of you.
To approach this cave opening is to do so without the benefit of any kind of cover. The rocky hillside is mostly bare, littered here and there with stumps of trees, indicating the work of loggers from long ago. The soggy stretch of land to your left offers no hiding places whatsoever.
Rixton awakes in the morning having never gotten out of the chair. His bed remains untouched. The rogue steps out into the crisp morning air and sees to the saddling of the horses while it is still dark.
He rides for most of the day in silence, nimbly dancing a coin through his fingers. Upon seeing the entrance to the Hand's lair, he dismounts and loosely wraps Knickerboxer's reins over a stray branch trying to restart the life of a tree stump. He approaches the opening and calls out, first in common, then in goblin, then in giant:
Warriors of the Hand! The High Forest threat grows strong. We have come to join your fight.
Rixton keeps his hands out and weapons sheathed as he approaches the opening, stopping if anyone appears at the opening or 40' from it, whichever comes first.
Rixton's voice shatters the silence, and within a minute a female orc steps out of the darkness of the cave and stares menacingly in your direction. She is unarmed, save for her sinister-looking claws. From where he stands--roughly 50' distant--Rixton can discern a rune that hangs around the orc's neck. As she begins to speak her eyes take on a faint red glow. The strength and volume of her voice surprises all of you.
"Children with heads of foolishness, run to your homes before you are hunted."
Jheric steps up beside Rizton, waving his hands up as well, then dropping them to his sides, "You have been wounded recently, in body and spirit, and we are here as emissaries. Two men were taken by your people. We would ask them why they acted as they did, then they are yours to do as you like."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
History check, regarding the possibility of being familiar with the rune worn around the orc's neck: Gwin 8 | Jheric 8 | Mola 22 | Rixton 13
----------------------------------------
Rixton and Jheric:
Both of you have seen the orc rune previously. While skimming through the book The Savages and Their Gods, you read of Luthic, the orc deity of fertility, medicine, females and servitude. She was the wife of Gruumsh, and her symbol is the orcish rune for "home"
The female orc narrows her gaze, focusing on Jheric, and replies in the same booming voice, "The Hand will always do as it likes, human."
She turns away as if she will say no more and return to the darkness of the cave. Suddenly changing her mind, she turns back and addresses Jheric's offer. "Two may enter. Only two."
Gwin had been tending to Steveaustin and praying over all the equines for safety and protection. Jheric and Rixton had gone ahead to explore the opening of the cave they'd all assumed was the location of the Tribe. Gwin hears the unmistakable voice of Rixton, echoing into the opening of the cave and as she reaches them she is startled to see a female orc already standing at the dark, gaping maw.
As the orc makes the offer to have two of their party go with her, Gwin approaches with her hands out, indicating she is unarmed. Mighty warrior of the Hand, she says with a bow. We wish you no ill will, we desire only to speak with your captives.
Gwin can feel a tremble in her throat as she comes within 30 feet of the orc, but steadying herself with the resolve of a creature who possesses unfailing faith in a power greater than themself, she continues. Grasping the amulet around her neck she says Suggestion, We are a small party and no threat to you. We should all be allowed to enter.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Sorry for missing the thread on this and I’m now playing catch-up. I think Mola would have turned into a spider or an ant or beetle or something small with darkvision before Rixton had walked up to the cave to announce himself, unless that was meant to be a surprise. He’d have scurried to the ceiling of the tunnel (or if Rixton Gwin or Jheric agreed, hitched a ride in someone’s hair) and tried to stay out of sight. He’s happy to leave the talking to the others for a while so he could have the option to scout unseen.
Would either option work?
WIS saving throw for female orc: 3
------------------------------------------------------------------------------
The faint glow from the orc's eyes disappears, and she speaks in a tone far less intimidating, "Agreed, dwarf. What threat can you be? Enter."
@rkmobius
Either idea (from post #211) will work very well.
"Blessings to you from Luthic and Gruumsh," Rixton says with forceful nod. He enters the opening fearlessly.
Jheric passes a hand over his crystal pendant as they near the cave entrance. In an instant, it jumps to life with a shining Light, "My kind do not fare well in the dark. You'll have to excuse me." The illumination, however, is only a ruse as he periodically mumbles to himself and arcane whispers float on the air into the ears of his companions.
(Casting [Tooltip Not Found] as we walk)
To Gwin: Nice work back there. Might need that trick again before we're done.
To everyone: I don't much care what happens to the Pikes; they betrayed the Harpers and seem to have thrown their lot in with crazed barbarians. Answer first, rescue if convenient.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Mola has hitched a ride on Rixton’s shoulder and is looking for a decent opportunity to crawl off to make his own way to scout around on the ceiling, depending on what the cave looks like.
If Jheric is communicating via a message cantrip (couldn’t see), Mola will reply saying he will look around for answers if given the chance, and ask the wizard to check in from time to time because spiders can’t talk.
Assuming (1) Jheric is utilizing the message cantrip , (2) Gwin is maintaining concentration on her suggestion spell, and (3) Mola is remaining upon Rixton's shoulder as we proceed. Let me know if any of these conditions change.
"Keep your weapons sheathed and the Hand will not harm you," she orders as she turns to lead you into the darkness.
After walking approximately 30' she says something in Orc and two male orc guards, armed with javelins step out of an alcove (1) and stand before the group. The two orcs seem disgruntled by whatever they're being told, but they lower their weapons, step back into the alcove, and stare at you as you walk past. After another 30', the passageway opens into a room of sorts, and you come to the understanding of the tribe's name. Overhead (2), from a length of rope, hang dozens of shriveled hands, from gnome-sized to giant-sized. You can see the room has a second level to it (3) that is basically a massive rock with a smooth, flat top. It is connected to other similar areas in the cave by way of crude bridges (4). As you continue northward through the cave complex, you see another male orc sitting on a set of steps (5) that lead to the upper level. Before it can stand, the female orc speaks, again using Orc, and the male simply nods. You pass under two more lengths of rope (2) that display the gruesome trophies from the tribe's past. On your left is a set of roughly carved steps that lead steeply downward (6), seemingly into utter darkness. To your right is a passageway (7) that is faintly illuminated, and you surmise it may be another entrance into this system of passageways. Your journey through the cave ends in a large, open room (8) that has a small, sputtering torch attached to the wall. Against the southern wall of the room sit three individuals: two human males and one female wood elf. All three are barefooted, dirty, and wrapped in threadbare blankets. They do not appear to be physically restrained in any way, and, needless to say, they are surprised to see you.
"Visitors, brothers. Remember Naraga's law," announces the female orc. She then unceremoniously turns and leaves the room.
Does Mola have any idea what Naraga's Law is, or who Naraga is? Vanilla d20 roll: 20 (religion +2, nature +5, history +2)
Neither the name "Naraga" nor the term "Naraga's law" carries any meaning to any of you.
Molarachnid drops down on a piece of silk off Rixton's back. He darts to where the wall meets the floor and keeps an eye which direction the female orc goes. He's trying to get a sense of if she just headed back to the entrance of the cave by her direction and the sound of her footsteps, or went to another place. He doesn't get out of sight of the humans and half-elf.