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![]() Meanwhile, a party of explorers is sneaking through the jungle - except for GrumbleJack, whose idea of sneaking is walking in a straight line, crushing or chopping whatever is in the way. However, Grumblejack does not acknowledge the obvious fact that he couldn’t sneak up on a deaf man, yet alone attentive monsters guarding their habitat. If someone disparages his “skill” at stealth, he retorts: "Grumblejack have no problem with plan. Grumblejack quiet as death! One time, Grumblejack sneak up on a farmer to steal sheep. Farmer turn around and look me straight in eyes. He so scared, little man make water!!"
"Grumblejack ask him if he saw anything. Farmer say no." Turning the smug to eleven, he finishes:
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![]() Grumblejack startles at the fierce noise, and involunatrily drops the Goblin he was eating. "Grubmlejack NOT likes her." He looks around, but there's no one there to blame or send instead - grudgingly, he realises he'll have to walk all the way over to Tiadora and see what she wants. Frowning like a toddler, he sets off towards her, as slowly as he dares.
The prospect seems to cheer him up a little bit. When he finally reaches Tiadora's position, he bravely speaks:
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![]() Sindran, while you are discussing religion, Grumblejack turns out to be a surprisingly diligent student (to the effect his tiny brain allows)
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![]() Grumblejack is fiercely interested in the non-melting ice. If you'd look at his face, you'd see that he's not just thinking about its potential as a permanent cool snack, but you can almost see the cogs behind his eyes moving and rattling. He steps up towards whoever of you is near, and opens his mouth, to speak:
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![]() out of the blue, during lunch on day 17 "D'oh! Master Sindran. I was told you give bag!" *goes off to fetch bag he totally forgot about for about a week* "'ere!"
Spoiler: The bag is chock full of mithral scales - you remember the shape and color from way, WAY, WAAAAAY back, when the cardinal put you to a test of proficiency:
These are the scales from the mithral cobras in the Cardinal's cellars. He dismantled them and thought it wise to have Grumblejack give them to you. ![]()
![]() I'll give a +1 lame joke (morale) bonus to anyone who finds an easter egg this weekend. That said, I probably won't post much. See you guys on Tuesday, as you start taking over the Fortress Balentyne? That chapter is the most spectacular bit of the first book, and you'll probaby be at level 6 by the end of it - so you see, there's a lot of Evil Work to be done ;) ![]()
![]() "GREEN MAN, WHY THE HUMONGS RUN AROUND?"
* I saw something about Cala casting a spell - my guess is sleep like she mentioned earlier? * I suspect Sindran is up to something? * what about the sleeping dogs next to the door to 3c? Is anyone trying to sneak past them? * or are you going back to the plan of feeding them Belladonnified meat? ![]()
![]() From below, you hear an Ogre's attempt at whispering. It's actually pretty clever of the fellow, but the effort goes pretty much wasted due to his total incapacity of any sort of subtlety whatsoever. "ERR...LITTLE GREEN MAN?," he whisper-yells from below; presumably at Sindran, who can only be considered little when compared to say a tree or a house, "THERE ARE 2 MANS OUTSIDE AT GATE" poor Ron, even the Ogre has one up on him. ![]()
![]() somewhat annoyed at being ushered around, Jack permanently opens the door to (12)
There is also an assortment of weaponry that the guards have confiscated over the years. These weapons are jumbled together and obviously little cared for. They are also unmarked and thus resalable.
What? why is there no *insert item here* in the loot pile?!: if there are any other weapons that one of you are specialized in, do let me know. You're supposed to come out of this room feeling fully equipped, so a little bit of metagaming is allowed here. Oh, except spellbooks - my apologies Cala, but there's a very good reason for that. ![]()
![]() wondering why the humongs always worry about closed doors, Grumblejack is happy to assist.
(13, storeroom)This room is unlit.
survival dc 13:
The emergency rations barrels contain maggoty old
iron rations that has gotten wet, moldered and not been replaced. They could still be eaten by the brave or the desperate (each barrel contains 100 days of ‘food’) but you'd rather not. Hanging in a special rack is also to be found several brands with the runic F symbol and a specially made brazier for heating them. You immediately recognize these items as the brands that marked you.
int DC12: This storeroom is very sparsely supplied and could hold much more. Thanks to Sergeant Blackerly’s skimming, supplies at the prison are sparse. |