It is now almost a year since the remnants of the party (Glabbagool Shuushar, Jimjar, Six of Eight, Izzraak, Topsy and Turvey) managed to make their way to Blingdenstone; the great svirfneblin city. Unfortunately Eldrik, Ront and Derendil had not made it. Eldrik had slipped when the party was crossing a magma stream and in an act of courage and bravery given their racial enmity Ront clambered down to assist his friend but as they clambered back up to path a weakened part of the wall gave way and they fell to their deaths. Derendil had consumed some sort of mushroom and was last seen running off into the darkness yelling out that the assassins who had slaughtered his father the king and the rest of his family were after him.
During their journey through the Underdark, the party had become increasingly aware that something was not, and is not, right in the Underdark. At one stage not long after assisting Ploopploopeen High Priest of Blidoolvpoolp and rightful leader of the kuo-toan community of Sloobludop regain control of his community, the party was fortunate, or unfortunate, enough to witness the demon prince Demogorgon destroy the little community. Wisely the party fled into the tunnels of the Underdark. Then there was the time when the party was in Gracklstugh – the Duegar city – and they witnessed the rampage of a two headed Stone giant called Rihuud.
After reaching Blingdenstone the party recuperated for almost a month. At some point during the month, Topsy and Turvey both transformed and severely injured two young svirfneblin who had seen them transfrom. Fortunately for the two party members, Jimjar discovered them before the injured svirfneblin’s parents find them. Having witnessed it at least once before and knowing that Topsy and Turvey had no control over their curse he encouraged them to leave the city saying “make your way to the Candlekeep and ask for the sage Lunae Reversarus. She is also a priestess of Selune and will help you. I have some friends who will guide you but be aware that at some stage they will ask a favour in return.” Jimjar also says to Glabagool “there are many Masters and Mistresses of the mysteries at the Great Library who may be able to help you gain greater control of your emerging powers.”
Not having anything better to do Six and Izzrak decide to accompany Topsy, Turvey, Glabagool and Jimjar’s friends to the surface world. It takes the party at least 2 months to make their way to the surfaceworld and then onto Candlekeep. As the party passes through Baldur’s Gate, Six and Izzrak decide to head east to Cormyr.
And now it is six months since Topsy and Turvey first arrived at the Great Library accompanied by Glabagool. In that time they have under the tutelage of Lunae Reversarus gained control over their lycanthropy. Glabagool too has made major leaps forward in controlling his abilities but still has some problems as most recently he turned himself into a very large feather duster. The three of them are sitting in their chambers when one of the doorwardens knocks on their door and says "there is a half-elf – possibly with Drow heritage – accompanied by some sort of metal construct at the Gate asking for you “apparently his mistress said he was to come here and find you!”
Why are Izzrak and Six now knocking on the gate of the Great Library?
About a month ago you and Six had just returned to Ilipur after some time sailing the length and breadth of the Sea of Fallen Stars when a large raven alighted on your shoulder. You knew that this was the way your patron – the Raven Queen – communicated with you. While her commands were infrequent you had learned to ignore them at your peril. The raven then croaked at you “my servant your period of freedom is over and I need you to make your way to the Great Library where all will be made clear to you!”
Six of Eight had also received signs and visitations from his celestial master over the past year or two, although none of the others would have known since these usually occurred during his inert periods. A human would interpret these messages as dreams. Elves and fey creatures might consider them sendings. Dwarves would consider it an overabundance of poor ale and something not cooked all the way through...
Six gained increasing powers through their journeys: his ocular lenses had been upgraded to see in the dark, to detect magic emanations, and now had the ability to scan through solid objects! His healing radiance also continued to increase, and he had acquired a tome where he kept copious notes in a strange script comprised of only the numbers 0 and 1. Six also recently attracted a large bat that seemed to accompany him everywhere. They somehow shared a bond resembling that of a wizard and their familiar.
Now he was at the main entrance to the Great Library, a mystical staff in one hand and the bat tucked away in a side pocket of the construct's backpack, following the latest directive from his master - Return to the darkness.
Topsy and Turvy's journey from captivity, to freedom, to the surface, and to a second freedom has been a time of huge change for both — physically, mentally, and emotionally. Physically and mentally, both svirfneblin have grown from simple entertainers to full-fledged adventurers. Their emotional journey, however, has taken many ups, downs, and detours. Turvy has taken on the role of combatant, embracing his natural strength to meet challenges head on. With his trusty Shatterspike (a magical longsword discovered in the Underdark during their journey to the surface) at his side, the sneaky warrior has learned to magically enhance his physical abilities to make him a force to be reckoned with. His natural inclination to mistrust has lessened and hardened into a sure bravado tinged with hot-headedness. Those who knew Topsy before her kidnapping would be hard-pressed to recognize her now. No more is she the light-hearted girl always looking to her brother for protection. The tough journey of the past year carved away her insecurities and timidness. Though still fighting on the side of right, the female deep gnome has embraced a darker side of herself. She has recently discovered a talent for communing with spirits — something that has led to some imposing abilities to control the minds of others. In this time, she has not abandoned her love of singing and even performing for the right people. One inspired performance in Candlekeep resulted in a generous gift: a magical cittern.
When the doorwarden enters, the two deep gnomes are wiling away the hour. Topsy is lounging, plucking at her cittern, and humming, trying to remember a melody that has been accompanying her dreams this week. Turvy is sitting on the floor, meticulously cleaning Shatterspike and his armor. At the doorwarden's message, Topsy and Turvy look at each other. "It must be Six," Topsy says, looking pleased.
"And Izzrak?" Turvy adds, sounding a bit disbelieving.
The female svirfneblin stands and looks over at her friend, the gelatinous cube. "Whether it be friends or strangers, let's not keep them waiting," she says, sounding a bit seductive.
In the year since their initial capture by the Drow, Izzrak had taken quite a liking to Six of Eight, and had come to relax some of his usual aloof detachment around the construct. Though serving very different masters, Izzrak had been largely free to chart his own course for the better part of the last year, and so decided to accompany Six as they fulfilled various assignments for their own celestial patron. In so doing, the half-elf had been able to explore his internal connection to Mystra's Weave, gradually discovering an ability to cast more powerful spells, as well as to pluck at strands of the weave to cast them more efficiently and with altered effects.
His attunement to magic was further enhanced by a small vial that he wore on a simple chain around his neck. The glass of the vial was infused with a rare metal with a special resonance to the Weave -- when a sorcerer's blood is sealed within it, creates an enhanced connection between the caster and the fabric of magic. He had obtained the metal during one of the pair's recent quests, after receiving a vision showing him how to create the vial and what he would need to do so.
As the raven was leaving, it seemed to cough, spewing an odd purple substance toward Izzrak, which sank into his simple wooden quarterstaff. "A gift from our lady," it squawked. "May you nevermore be caught off guard."
As he waits at the gate of the Great Library at Candlekeep, Izzrak finds himself full of a mixture of excitement and dread. He'd been quite content to tag along with his friend... but now had had responsibilities of his own to tend to...
Jimjar, meanwhile, had decided at the last minute to accompany Topsy and Turvey to the library, not with any particular goal in mind, but simply because he thought it stood a good chance of being more interesting than the tinkering or mushroom farming that the residents of Blingenstone seemed to occupy themselves with most days. Since arriving there, he'd made himself a bit of a fly on the wall, picking up tricks here and there by watching the sages, usually from an out of the way vantage point where he could observe unseen.
Never having been one to resist the lure of shiny objects, he'd also occasionally pocketed the odd trinket. Mostly these were bits and bobs that he'd been able to hock for a few gold here and there to fund his squatter's lifestyle, but on one occasion he nabbed a very special ring, which, he discovered, had the capacity to store the energy of spells within it, to be released at some future time. He decided to keep this one for himself, figuring that if he found himself out adventuring again, it would likely come in handy.
As Topsy and Turvey are reacting to the arrival of their former adventuring companions, Jimjar emerges from behind a bookshelf. "Did you say Six and Izzrak are here?" he asks excitedly.
As Topsy and Turvey are reacting to the arrival of their former adventuring companions, Jimjar emerges from behind a bookshelf. "Did you say Six and Izzrak are here?" he asks excitedly.
"Yes they are" Topsy replies excitedly. “Good because I have some news that will interest them”Meanwhile Turvey presses a coin into the doorwarden’s hand and says “please bring or friends up!” The doorwarden tugs his forelock and heads off.
“What is your news Jimjar?” Topsy asks excitedly “Well you will recall that I said my friends would one day ask for the favour they granted you and your brother in spiriting you out of Blingdenstone to be repaid one day. Today is that day! They need you and your brother to go back into the Underdark to the outpost known as Mantol-Derith. They are prepared to guide you and will meet you outside the keep on the day after tomorrow.” Not long afterwards and while Topsy and Turvey are still digesting the demand from Jimjar’s friends there is a knock on the door. Topsy opens the door and standing there are Izzraak and Six.
Six and Izzraak peer into the room, while the twins have not changed much, they cannot see Glabbaggool, although there is a pile of dirty feathers resting in one corner. Much to their surprise Jimjar is in the room.
Despite the fact that their very being in Candlekeep is a result of that fateful night — the (hopefully) last time their blood curse overtook them — Topsy flinches at the reference to it. Her more usual cool demeanor drops for two or three heartbeats as she remembers being told they had severely injured two young ones. Turvy looks to his sister and places a hand on her shoulder to lend her some of his strength — something he hasn't needed to do since the day they left for Candlekeep. His sister looks at him, silently extends her thanks, then looks back at Jimjar. Her eyes are clear, and her lips are slightly parted with an interested grin. "We owe a lot to your friends for their kindness. We will be happy to pay our debt in whatever way we can."
"What do you know about this Mantol-Derith?" Turvy asks. "I've never been."
It's at that point that there is a knock on the door. Topsy glides over to the door and opens it with a slight flourish. Her grin warms into a smile as she looks around the open door. "It is true," she says, seeing Izzrak and Six of Eight standing in the hall. "Welcome to Candlekeep. Please, come in and tell us what you've been doing the past month."
"What do you know about this Mantol-Derith?" Turvy asks. "I've never been."
"Not much to tell you the truth I've only been there the once but from what I recall its a neutral outpost where drow, duergar, svirfneblin, and surface dwellers can meet and trade without fearing for their lives"Jimjar replies.
The construct steps into the room, gazing around and taking in everything that he can see. And Six can see many things most people can not. He can see in the visible and infrared spectrums, allowing him to see even in the dark. He can also sense magical auras, and as he looks around there are several that catch his attention. He appears to have had several modifications since you last saw him...he looks more solid - better protected. And he has a new travelling companion - a large fruit-bat!
"I have returned to your company, and must return to the darkness below. These two things I am compelled to do, though I know not why. You appear unharmed and unbound. This is good."
Topsy gives the construct a half grin, feeling a warm sense of familiarity in Six's presence. "You've changed," the deep gnome observes, sounding a little motherly.
Turvy hasn't heard his sister talk this way since their arrival in Candlekeep. He unconsciously mirrors her half grin. Though productive, their time on the surface has been uncomfortable. He didn't realize just how uncomfortable until reminded of their time traveling in the party. He motions toward the pile of feathers in the corner. "I'm sure Glabbaggool would love to greet you as well, but he's currently that mess over there. He's also been going through some changes." He pauses, looking at the pile. "We hope he'll eventually figure out how to undo this latest predicament he's gotten himself into."
"He's fine," Topsy says, sounding optimistic. "Now," she says, returning the subject to more important matters (in her mind at least). "You say you need to return to the Underdark?" she asks Six. "Jimjar here was just telling us it's time for us to repay our debt in Mantol-Derith. Perhaps we can travel together." She looks at Izzrak. "You're accompanying Six and his new friend?"
“Greetings One called Six and One called Izzrak. You must tell me about your adventures as I would be very interested in what you have seen and what you have learnt about yourselves and the wider world. As you can see I had unfortunate mishap some time ago and I hope it will wear off soon.”
The next morning as the party is getting ready to leave they notice that where Glabbagool had been resting last night there was now a rug – with the odd feather – on it. They hear Glabbagool’s mind voice “well what do you think? Is this a good disguise? If one of you could roll me up we can get on our way. The party carrying the now rolled up Glabbagool make their way out of Candlekeep where they meet up with Jimjar’s contacts who it would seem are a group of merchants with their wagons and accompanying guards. It takes the party approximately a month to reach one of what they now know to be one of the many entrances to the Underdark. During this time there was a full moon but to the surprise of the rest of the party Topsy and Turvey seem to have their lycanthropy under control. When they reach this point some of the contacts continue on whilst others transfer goods to Giant Riding Lizards. After two weeks of travelling underground their guides stop and one of them says “im’yat” which Jemjar, Topsy and Turvey recognose as the Svirfneblin word for darkness. To their surprise a piece of the wall slides away revealing a wide (averaging 20’) chasm – running north/south – which their guides lead them down for a distance of about 300 feet before coming to a point where the leader says the word “belaern” which Izzrak recognises as the Drow word for wealth. Again a section of the wall slides away revealing a chasm – again averaging 20 feet wide – running east/west. The guide leads them along for about 100 feet crossing over a narrow stream running north-west/south east befoe coming to the edge of a huge cavern which is surprisingly well lit by what appear to be continuously burning torches and crystals in the wall that reflect the light. Just ahead of them the party can see what appear to be a series of lift platforms. The guide turns to the party and says “we will leave you now, good luck with your investigations but be careful as somethings feels not right in this place.”
(OOC: At some stage during the journey back to the Underdark, the party became aware that the reason they were travelling to Mantol-Derith was to locate a human by the name of Ghazrim DuLoc).
Six silently absorbs the sights and sounds, still seeing new things both above and below ground. But he would engage in questions in an attempt to discern more information about who they were meeting and why. As he had learned over the past few months, trying to locate a single person in any settlement larger than a village was nearly impossible without additional details...
"That sounds exciting," Topsy says a little sarcastically. She finishes pulling her thin hair into a haphazard braid and smiles at her brother. "Shall we proceed?"
Jemjar stands there with his hands on his hips looking up at the top of chasm - some 50 feet above them - and whistles quietly to himself. "I think you mean up my friend!"he responds to Turvey. "Apparently it is unless of course you want to climb the wall. We need to stand on the platform and pull the lever and up we go; so shall we?" he asks. The party clambers onto the platform - unless of course anybody wants to climb the wall - Jemjar pulls the lever and the platform starts to rise. As they approach the top they can hear the unmistakable sounds of battle above them. When they reach the top of the chasm they can see panicked svirfneblin running from 8-foot-tall duergar. One of the svirfneblin looks over and seeing that there area at least three svirfneblin in the party and no duergar yells out "compatriots any assistance you can provide would be much appreciated!"
The small bat flies up and away from Six, about 20' up and over the duergar/svirfneblin battle. Six, meanwhile stands stock still with his glass staff clutched in one hand and his faceplate turned slightly towards Topsy and Turvy. "I have no cause to engage in this skirmish, but will aid the twins' kin if that is your desire."
This post has potentially manipulated dice roll results.
Turvy immediately grabs his trusty Shatterspike and holds it at a 45 degree angle toward the ground at his side.
Topsy sighs. She draws out a skull the others have seen her talk to from time to time. (10) After staring at the skull for a couple of seconds, the female tells the short tale of an adventurer that could escape any confinement. Lowering the skull, she smiles. "I think it's time for us to help these 'kin' escape any confinement the duergar might have in mind for them."
"Yeah ..." Turvy says, drawing out the word in anticipation.
A new beginning ...
It is now almost a year since the remnants of the party (Glabbagool Shuushar, Jimjar, Six of Eight, Izzraak, Topsy and Turvey) managed to make their way to Blingdenstone; the great svirfneblin city. Unfortunately Eldrik, Ront and Derendil had not made it. Eldrik had slipped when the party was crossing a magma stream and in an act of courage and bravery given their racial enmity Ront clambered down to assist his friend but as they clambered back up to path a weakened part of the wall gave way and they fell to their deaths. Derendil had consumed some sort of mushroom and was last seen running off into the darkness yelling out that the assassins who had slaughtered his father the king and the rest of his family were after him.
During their journey through the Underdark, the party had become increasingly aware that something was not, and is not, right in the Underdark. At one stage not long after assisting Ploopploopeen High Priest of Blidoolvpoolp and rightful leader of the kuo-toan community of Sloobludop regain control of his community, the party was fortunate, or unfortunate, enough to witness the demon prince Demogorgon destroy the little community. Wisely the party fled into the tunnels of the Underdark. Then there was the time when the party was in Gracklstugh – the Duegar city – and they witnessed the rampage of a two headed Stone giant called Rihuud.
After reaching Blingdenstone the party recuperated for almost a month. At some point during the month, Topsy and Turvey both transformed and severely injured two young svirfneblin who had seen them transfrom. Fortunately for the two party members, Jimjar discovered them before the injured svirfneblin’s parents find them. Having witnessed it at least once before and knowing that Topsy and Turvey had no control over their curse he encouraged them to leave the city saying “make your way to the Candlekeep and ask for the sage Lunae Reversarus. She is also a priestess of Selune and will help you. I have some friends who will guide you but be aware that at some stage they will ask a favour in return.” Jimjar also says to Glabagool “there are many Masters and Mistresses of the mysteries at the Great Library who may be able to help you gain greater control of your emerging powers.”
Not having anything better to do Six and Izzrak decide to accompany Topsy, Turvey, Glabagool and Jimjar’s friends to the surface world. It takes the party at least 2 months to make their way to the surfaceworld and then onto Candlekeep. As the party passes through Baldur’s Gate, Six and Izzrak decide to head east to Cormyr.
And now it is six months since Topsy and Turvey first arrived at the Great Library accompanied by Glabagool. In that time they have under the tutelage of Lunae Reversarus gained control over their lycanthropy. Glabagool too has made major leaps forward in controlling his abilities but still has some problems as most recently he turned himself into a very large feather duster. The three of them are sitting in their chambers when one of the doorwardens knocks on their door and says "there is a half-elf – possibly with Drow heritage – accompanied by some sort of metal construct at the Gate asking for you “apparently his mistress said he was to come here and find you!”
Why are Izzrak and Six now knocking on the gate of the Great Library?
About a month ago you and Six had just returned to Ilipur after some time sailing the length and breadth of the Sea of Fallen Stars when a large raven alighted on your shoulder. You knew that this was the way your patron – the Raven Queen – communicated with you. While her commands were infrequent you had learned to ignore them at your peril. The raven then croaked at you “my servant your period of freedom is over and I need you to make your way to the Great Library where all will be made clear to you!”
DM - Stopping a god in his tracks
Six of Eight had also received signs and visitations from his celestial master over the past year or two, although none of the others would have known since these usually occurred during his inert periods. A human would interpret these messages as dreams. Elves and fey creatures might consider them sendings. Dwarves would consider it an overabundance of poor ale and something not cooked all the way through...
Six gained increasing powers through their journeys: his ocular lenses had been upgraded to see in the dark, to detect magic emanations, and now had the ability to scan through solid objects! His healing radiance also continued to increase, and he had acquired a tome where he kept copious notes in a strange script comprised of only the numbers 0 and 1. Six also recently attracted a large bat that seemed to accompany him everywhere. They somehow shared a bond resembling that of a wizard and their familiar.
Now he was at the main entrance to the Great Library, a mystical staff in one hand and the bat tucked away in a side pocket of the construct's backpack, following the latest directive from his master - Return to the darkness.
Love God. Love Others. Any Questions?
Topsy and Turvy's journey from captivity, to freedom, to the surface, and to a second freedom has been a time of huge change for both — physically, mentally, and emotionally. Physically and mentally, both svirfneblin have grown from simple entertainers to full-fledged adventurers. Their emotional journey, however, has taken many ups, downs, and detours. Turvy has taken on the role of combatant, embracing his natural strength to meet challenges head on. With his trusty Shatterspike (a magical longsword discovered in the Underdark during their journey to the surface) at his side, the sneaky warrior has learned to magically enhance his physical abilities to make him a force to be reckoned with. His natural inclination to mistrust has lessened and hardened into a sure bravado tinged with hot-headedness. Those who knew Topsy before her kidnapping would be hard-pressed to recognize her now. No more is she the light-hearted girl always looking to her brother for protection. The tough journey of the past year carved away her insecurities and timidness. Though still fighting on the side of right, the female deep gnome has embraced a darker side of herself. She has recently discovered a talent for communing with spirits — something that has led to some imposing abilities to control the minds of others. In this time, she has not abandoned her love of singing and even performing for the right people. One inspired performance in Candlekeep resulted in a generous gift: a magical cittern.
When the doorwarden enters, the two deep gnomes are wiling away the hour. Topsy is lounging, plucking at her cittern, and humming, trying to remember a melody that has been accompanying her dreams this week. Turvy is sitting on the floor, meticulously cleaning Shatterspike and his armor. At the doorwarden's message, Topsy and Turvy look at each other. "It must be Six," Topsy says, looking pleased.
"And Izzrak?" Turvy adds, sounding a bit disbelieving.
The female svirfneblin stands and looks over at her friend, the gelatinous cube. "Whether it be friends or strangers, let's not keep them waiting," she says, sounding a bit seductive.
In the year since their initial capture by the Drow, Izzrak had taken quite a liking to Six of Eight, and had come to relax some of his usual aloof detachment around the construct. Though serving very different masters, Izzrak had been largely free to chart his own course for the better part of the last year, and so decided to accompany Six as they fulfilled various assignments for their own celestial patron. In so doing, the half-elf had been able to explore his internal connection to Mystra's Weave, gradually discovering an ability to cast more powerful spells, as well as to pluck at strands of the weave to cast them more efficiently and with altered effects.
His attunement to magic was further enhanced by a small vial that he wore on a simple chain around his neck. The glass of the vial was infused with a rare metal with a special resonance to the Weave -- when a sorcerer's blood is sealed within it, creates an enhanced connection between the caster and the fabric of magic. He had obtained the metal during one of the pair's recent quests, after receiving a vision showing him how to create the vial and what he would need to do so.
As the raven was leaving, it seemed to cough, spewing an odd purple substance toward Izzrak, which sank into his simple wooden quarterstaff. "A gift from our lady," it squawked. "May you nevermore be caught off guard."
As he waits at the gate of the Great Library at Candlekeep, Izzrak finds himself full of a mixture of excitement and dread. He'd been quite content to tag along with his friend... but now had had responsibilities of his own to tend to...
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Jimjar, meanwhile, had decided at the last minute to accompany Topsy and Turvey to the library, not with any particular goal in mind, but simply because he thought it stood a good chance of being more interesting than the tinkering or mushroom farming that the residents of Blingenstone seemed to occupy themselves with most days. Since arriving there, he'd made himself a bit of a fly on the wall, picking up tricks here and there by watching the sages, usually from an out of the way vantage point where he could observe unseen.
Never having been one to resist the lure of shiny objects, he'd also occasionally pocketed the odd trinket. Mostly these were bits and bobs that he'd been able to hock for a few gold here and there to fund his squatter's lifestyle, but on one occasion he nabbed a very special ring, which, he discovered, had the capacity to store the energy of spells within it, to be released at some future time. He decided to keep this one for himself, figuring that if he found himself out adventuring again, it would likely come in handy.
As Topsy and Turvey are reacting to the arrival of their former adventuring companions, Jimjar emerges from behind a bookshelf. "Did you say Six and Izzrak are here?" he asks excitedly.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
"Yes they are" Topsy replies excitedly. “Good because I have some news that will interest them” Meanwhile Turvey presses a coin into the doorwarden’s hand and says “please bring or friends up!” The doorwarden tugs his forelock and heads off.
“What is your news Jimjar?” Topsy asks excitedly “Well you will recall that I said my friends would one day ask for the favour they granted you and your brother in spiriting you out of Blingdenstone to be repaid one day. Today is that day! They need you and your brother to go back into the Underdark to the outpost known as Mantol-Derith. They are prepared to guide you and will meet you outside the keep on the day after tomorrow.” Not long afterwards and while Topsy and Turvey are still digesting the demand from Jimjar’s friends there is a knock on the door. Topsy opens the door and standing there are Izzraak and Six.
Six and Izzraak peer into the room, while the twins have not changed much, they cannot see Glabbaggool, although there is a pile of dirty feathers resting in one corner. Much to their surprise Jimjar is in the room.
DM - Stopping a god in his tracks
Despite the fact that their very being in Candlekeep is a result of that fateful night — the (hopefully) last time their blood curse overtook them — Topsy flinches at the reference to it. Her more usual cool demeanor drops for two or three heartbeats as she remembers being told they had severely injured two young ones. Turvy looks to his sister and places a hand on her shoulder to lend her some of his strength — something he hasn't needed to do since the day they left for Candlekeep. His sister looks at him, silently extends her thanks, then looks back at Jimjar. Her eyes are clear, and her lips are slightly parted with an interested grin. "We owe a lot to your friends for their kindness. We will be happy to pay our debt in whatever way we can."
"What do you know about this Mantol-Derith?" Turvy asks. "I've never been."
It's at that point that there is a knock on the door. Topsy glides over to the door and opens it with a slight flourish. Her grin warms into a smile as she looks around the open door. "It is true," she says, seeing Izzrak and Six of Eight standing in the hall. "Welcome to Candlekeep. Please, come in and tell us what you've been doing the past month."
"Not much to tell you the truth I've only been there the once but from what I recall its a neutral outpost where drow, duergar, svirfneblin, and surface dwellers can meet and trade without fearing for their lives" Jimjar replies.
DM - Stopping a god in his tracks
The construct steps into the room, gazing around and taking in everything that he can see. And Six can see many things most people can not. He can see in the visible and infrared spectrums, allowing him to see even in the dark. He can also sense magical auras, and as he looks around there are several that catch his attention. He appears to have had several modifications since you last saw him...he looks more solid - better protected. And he has a new travelling companion - a large fruit-bat!
"I have returned to your company, and must return to the darkness below. These two things I am compelled to do, though I know not why. You appear unharmed and unbound. This is good."
Love God. Love Others. Any Questions?
Topsy gives the construct a half grin, feeling a warm sense of familiarity in Six's presence. "You've changed," the deep gnome observes, sounding a little motherly.
Turvy hasn't heard his sister talk this way since their arrival in Candlekeep. He unconsciously mirrors her half grin. Though productive, their time on the surface has been uncomfortable. He didn't realize just how uncomfortable until reminded of their time traveling in the party. He motions toward the pile of feathers in the corner. "I'm sure Glabbaggool would love to greet you as well, but he's currently that mess over there. He's also been going through some changes." He pauses, looking at the pile. "We hope he'll eventually figure out how to undo this latest predicament he's gotten himself into."
"He's fine," Topsy says, sounding optimistic. "Now," she says, returning the subject to more important matters (in her mind at least). "You say you need to return to the Underdark?" she asks Six. "Jimjar here was just telling us it's time for us to repay our debt in Mantol-Derith. Perhaps we can travel together." She looks at Izzrak. "You're accompanying Six and his new friend?"
“Greetings One called Six and One called Izzrak. You must tell me about your adventures as I would be very interested in what you have seen and what you have learnt about yourselves and the wider world. As you can see I had unfortunate mishap some time ago and I hope it will wear off soon.”
The next morning as the party is getting ready to leave they notice that where Glabbagool had been resting last night there was now a rug – with the odd feather – on it. They hear Glabbagool’s mind voice “well what do you think? Is this a good disguise? If one of you could roll me up we can get on our way. The party carrying the now rolled up Glabbagool make their way out of Candlekeep where they meet up with Jimjar’s contacts who it would seem are a group of merchants with their wagons and accompanying guards. It takes the party approximately a month to reach one of what they now know to be one of the many entrances to the Underdark. During this time there was a full moon but to the surprise of the rest of the party Topsy and Turvey seem to have their lycanthropy under control. When they reach this point some of the contacts continue on whilst others transfer goods to Giant Riding Lizards. After two weeks of travelling underground their guides stop and one of them says “im’yat” which Jemjar, Topsy and Turvey recognose as the Svirfneblin word for darkness. To their surprise a piece of the wall slides away revealing a wide (averaging 20’) chasm – running north/south – which their guides lead them down for a distance of about 300 feet before coming to a point where the leader says the word “belaern” which Izzrak recognises as the Drow word for wealth. Again a section of the wall slides away revealing a chasm – again averaging 20 feet wide – running east/west. The guide leads them along for about 100 feet crossing over a narrow stream running north-west/south east befoe coming to the edge of a huge cavern which is surprisingly well lit by what appear to be continuously burning torches and crystals in the wall that reflect the light. Just ahead of them the party can see what appear to be a series of lift platforms. The guide turns to the party and says “we will leave you now, good luck with your investigations but be careful as somethings feels not right in this place.”
(OOC: At some stage during the journey back to the Underdark, the party became aware that the reason they were travelling to Mantol-Derith was to locate a human by the name of Ghazrim DuLoc).
DM - Stopping a god in his tracks
Six silently absorbs the sights and sounds, still seeing new things both above and below ground. But he would engage in questions in an attempt to discern more information about who they were meeting and why. As he had learned over the past few months, trying to locate a single person in any settlement larger than a village was nearly impossible without additional details...
Love God. Love Others. Any Questions?
"That sounds exciting," Topsy says a little sarcastically. She finishes pulling her thin hair into a haphazard braid and smiles at her brother. "Shall we proceed?"
Turvy looks at Jimjar. "Is this the way in?"
Jemjar stands there with his hands on his hips looking up at the top of chasm - some 50 feet above them - and whistles quietly to himself. "I think you mean up my friend!" he responds to Turvey. "Apparently it is unless of course you want to climb the wall. We need to stand on the platform and pull the lever and up we go; so shall we?" he asks. The party clambers onto the platform - unless of course anybody wants to climb the wall - Jemjar pulls the lever and the platform starts to rise. As they approach the top they can hear the unmistakable sounds of battle above them. When they reach the top of the chasm they can see panicked svirfneblin running from 8-foot-tall duergar. One of the svirfneblin looks over and seeing that there area at least three svirfneblin in the party and no duergar yells out "compatriots any assistance you can provide would be much appreciated!"
DM - Stopping a god in his tracks
The small bat flies up and away from Six, about 20' up and over the duergar/svirfneblin battle. Six, meanwhile stands stock still with his glass staff clutched in one hand and his faceplate turned slightly towards Topsy and Turvy. "I have no cause to engage in this skirmish, but will aid the twins' kin if that is your desire."
Love God. Love Others. Any Questions?
Turvy immediately grabs his trusty Shatterspike and holds it at a 45 degree angle toward the ground at his side.
Topsy sighs. She draws out a skull the others have seen her talk to from time to time. (10) After staring at the skull for a couple of seconds, the female tells the short tale of an adventurer that could escape any confinement. Lowering the skull, she smiles. "I think it's time for us to help these 'kin' escape any confinement the duergar might have in mind for them."
"Yeah ..." Turvy says, drawing out the word in anticipation.
"Agreed," Izzrak says quietly. "Wouldn't be right to sit idly by and let these gnomes be slaughtered..."
Initiative: 12
OoC: What's the tactical situation look like? Number of duergar, positioning, etc.?
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Sorry I've been caught up with stuff but working on the map. Will hopefully get it posted after work today.,
DM - Stopping a god in his tracks