Svartalfar

Jimjar--NPC's page

22 posts. Alias of caster4life.


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Jimjar stretches as if he hasn't relaxed in a long time and yawns. "All right! This is more like it! Now to get me some real rootwine and find a game of dice." He mentions over his shoulder "You'll probably find Kazook Pickshine Trader's Grotto. It's that way! I'll find you later." He points as he walks off to enjoy his homecoming.


Through the telepathic link, Jimjar provides a comment "Ah... perhaps it is not such an official deal as we supposed..."


"That's the entrance." The deep gnome spy explains. "Time to try to talk our way in?"


DC 18 history for fun exposition:

Blingdenstone, once called the City of Speaking Stones, is a deep gnome settlement founded more than two millennia ago. The deep gnomes, insular and secretive by nature, care little about histories and legacies, and thus most of the ruined city’s past is lost to time.

For centuries, Blingdenstone remained hidden and isolated from the rest of the Underdark, thanks to a combination of misdirection and magic. It wasn’t until they provided shelter to a drow exile named Drizzt Do’Urden that the deep gnomes began to take a more active interest in the world outside their caverns. Perceiving the threat the drow represented to all the peoples of the Underdark, the deep gnomes abandoned their isolation when they came to the defense of the dwarves of Mithral Hall, defeating an invading drow force from Menzoberranzan.

This alliance, however, would spell Blingdenstone’s doom. The vengeful drow bided their time, rebuilt their forces, and sent their armies out to strike back hard against the svirfneblin, returning in great force to lay siege to Blingdenstone. The deep gnomes were no match for the drow army. Thousands of svirfneblin were slaughtered, and those survivors who didn’t escape to Mithral Hall or the surface world were dragged back in chains to Menzoberranzan as slaves.

Within the past decade or so, the deep gnomes have returned to reclaim, resettle, and rebuild their city. The ultimate success of their efforts, however, hangs by a slender thread. Most of the ruined city is a dangerous place and remains closed off, with tunnels and chambers barricaded with gates or deliberately caused cave-ins.

Jimjar eyes the ragged procession of refugees as you make your way toward his home city. "This might not work out so great. Blingdenstone aint Menzoberranzan but they're not always thrilled to see visitors. They won't attack but they might not be friendly to everyone here if you don't prove your value."


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Jimjar happily shakes on the bet. And grins as he moves quietly through the street. Galinndan is about to step on a loose cobblestone and draw attention but Jimjar warns him just in time.

Jimjar's NPC Card!:

Jimjar: 1/minute: Jimjar’s nimble hands and experience are very useful. Make a sleight of hand check or check with thieves’ tools with advantage.
1/day: Practiced in the art of slipping in and out of places unnoticed, Jimjar can help you creep past enemies, granting you advantage on one stealth check.
Inspiration: Jimjar is a master of concealing small items on his person. He has managed to hide one item of 5 lb or less and 50 gp or less on his person.

You lost Buppido, at least for the time being, so here's Jimjar! You've had a good friendship with him for a while so that works well.


As you walk away from the Shattered Spire, Jimjar whistles quietly. "Delivering spell gems to Blingdenstone, eh? Sounds good to me! How much you want to bet, though that the guards give us trouble today?" He directs his question to Galinndan, who has been willing to gamble with him in the past.


The gambling deep gnome whistles and in a hushed whisper exclaims "Spell gems!"


The deep gnome enjoys the gambling quite a bit for a while. When it's time to move on, he packs up the dice, hops up, and strides along with a jaunty spring in his step.


The deep gnome smiles at the offer of the dice and happily accepts them. "Who's ready to play?" He holds up a few gold pieces he found somewhere, you have no idea where (but none of yours is missing).

Anyone want to use those thieves' tools on the lockbox?


Earlier.

The deep gnome looks downcast. He grumbles "All we do is trudge, trudge, trudge. No one wants to have a little fun..."

*****


Oh and btw you guys found 5 gp on the Drow.

Jimjar comes over to you and helps you read the note and practice some words. Your Undercommom is getting much better. After talking with Jimjar a while, you really start picking up on the pattern of the similarities between Common and Undercommom.

You gain Undercommon as a language. Are you guys resting here in the tunnel or will you keep moving?


During all of the excitement, Jimjar also manages to slip his manacles. Then he walks alongside Irdril and speaks slowly in Undercommon, know that she is just coming to understand it.

"Good to have those irons off, isn't it? Look at the strange way those elves look at each other. I'll bet you 10 gold that one of them ends up stabbing the other before we get to Sloobludop."


Yeah we have a few nations' time zones represented.

Galinndan takes a look around and doesn't see a particularly safe area nearby. You could rest here but there are several entrances to watch. He does, however, find

Food: 1d4 ⇒ 4x2=
Water: 1d4 ⇒ 1x2=

Kanzen's investigations lead him to believe these bones are the prey of various species preyed upon by the rocktopus. Some of the bones seem to be from humanoids but most seem to belong to large rodents and other creatures. Some shell fragments indicate the rocktopus has found some large crabs to prey upon.

Irdril listens carefully, picking up more and more of the language.

Eddrikk finds a particularly large femur, it probably belonged to an orc, that could be used as a greatclub.

Once the group has searched around the area for a few minutes, they move along, following Shuushar as he finds the way to his people.

The deep gnome twins move along quietly, staying close behind Tiberius for the most part. The other deep gnome eyes them warily then slips over to Eddrikk. Under his breath, he whispers

"I'll bet you 5 silver that they bite someone within a week."


Jimjar whines in Undercommon.

Why oh why didn't anyone take my bet? I told you! I told you!


The deep gnome in the back pipes up.

I'll bet anyone 10 gold that at least one of us is knocked down by these creatures before we kill them all!

DC 12 active perception:

Underneath the hostile creatures can be seen a skeleton with some slightly moldy armor on its body and an ax lying near it.


Jimjar comes over, seeming to have cheered up a bit.


By my accounting, Jimjar is the only one in the slave pen who didn't get spores.

The gambling deep gnome looks somewhat put out at everyone else being called over to the pow-wow without him.


Jimjar bows politely towards Galinndan.

A man of honor.

He accepts the gem and, when you aren't looking, stows it somewhere.


The deep gnome immediately begins cleaning diligently, sweeping the floor with a broom that is much too large for him. When the guards are deeply in their game of dice, he manages to keep making a sweeping sound with his broom with one hand while the other reaches up under his shift about as far as he can with his chains. Sweat beads out on his gray forehead as he keeps a nervous eye on the guards. Then he pulls something small down out of his shift and keeps it hidden in his small hand. He continues sweeping casually for a while, getting closer and closer to the zurkhwood table the guards are seated around. He waits until the one of the guards cheers loudly while raking in a few gold coins and his hand flashes toward the table and back to his side almost too fast for you to see. The celebrating guard covers the noise of the slight, sudden jangle of Jimjar’s chain. He keeps his head down the entire time and continues sweeping, slowly moving away from the table. For a few minutes, the guards continue playing uneventfully. Then one who had his elbow on the table leans back for a moment, revealing a small brass pin on the table. Shoor’s laughter immediately ceases upon seeing the pin, replaced with a deadly silence. With a flash of movement, he backhands the guard across the cheek and begins shouting rapidly. The guard, holding his face, jumps to his feet and shuffles backwards, replying with desperation.

Undercommon:

Shoor: What does this mean! What have you been doing!
Guard: Master! I know not how it came to be there! Perhaps the lady Ilvara left it by mishap? I have done nothing!
Shoor: Do you think me a fool! I will teach you to keep to your station.

Their argument continues. Shoor strikes the guard several more times.


The equipment on the walls includes cooking utensils, cleaning supplies, signals horns, and several large cloaks hanging from special hooks.

The gnome holds up his fingers toward Galinndan, making a small o. The look on his face seems to be asking if Galinndan will bet his gem.


Jimjar does his best to leap to his feet in excitement. He shuffles over by the group speaking.

The shackles and slave collars give all of you the restrained condition except that your speed is not affected.

I will bet 20 gold against that gem that I can get Shoor to lash out at a fellow Drow the next time he is on my work shift! the deep gnome proclaims confidently.


A male deep gnome slave, not one of the twins, replies to Kanzen.

Really now? How much would you bet that one of the guards hits this pretty young lass tomorrow just for fun?

He gestures toward Irdril.

Lots of NPCs, btw. That's part of why I have a shared party notes link up top.