Bleachling Lunatic

Topsy--NPC's page

18 posts. Alias of caster4life.


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Topsy approaches Irdril "So um... Turvy and I think we might just stay here with Chipgrin and his people. They don't have much but..." she continues in an even quieter voice "They're like us. It'd be home, ya know?"


Nice work, especially Kanzen bringing in the twins. 190 xp and inspiration for K.

Topsy steps forward. "These have been good allies to us. And I know you can smell 'the gift' in our blood. They have not shied away from us, despite it." Turvy steps forward as well and nods. The female twin continues "We would like to help deal with this problem and then join you here in the Goldwhisker Warrens."


Dorbo and Senni Diggermattock nod in agreement. "Alright then. Go." states the male Diggermattock. "Report back when you have something on those two items." The couple then return to their fastidious matters in the affairs of Blingdenstone. You can tell from their well-kept hall and the general state of Blingdenstone that "a well-oiled machine" and "a place for everything and everything in its place" are oft-quoted mottoes here.

As you leave the hall, Topsy opens up to you, albeit far from the listening ears of the residents of Blingdenstone. "I want to see these Goldwhisker Warrens. If there are gnome wererats like us there, maybe we can make a home."

As you approach the edge of the reclaimed portions of the settlement, you see a set of large strong double doors barred from this side. It seems the deep gnomes did not want any wererat intrusions. A guard stands nearby the door and challenges you briefly but then raises no objection when you tell of your official business.


The friendlier twin agrees and turns to Kanzen. "That's right. You, in particular, will have your work cut out for you talking your way in."


The deep gnome pipes up "So... who goes first and which way?"


Topsy also speaks up in Undercommon "Hey yeah! I thought we were going to Blingdenstone too! I bet you can find a caravan out from there but we don't want to head up to the..." she gags on the word "surface..."


Yes you still have the spores. Stool can refresh them whenever you want and it seems you always want it so I assume he just keeps refreshing them when they run out. Now if he's asleep for hours, he's not going to be refreshing until he wakes up. I assume you're not going to keep the poor little guy awake all the time.

Topsy nods. "Ok... sticking together sounds good..."

Topsy and Turvy's NPC card for Irdril:

Topsy & Turvy: 1/minute: The twin gnomes circle around a foe, snarling fiercely and distracting it. You gain advantage on one attack roll. This ability must be used before making the attack roll.
1/day: The gnomes turn into their wererat forms and swarm beneath an opponent, tearing at its legs. The opponent must make a DC 16 strength save or fall prone.
Inspiration: If their rodent fury is aroused to extreme levels, the deep gnomes swarm over the face of an enemy, clawing and biting. The enemy takes 1d10 piercing damage and is blinded for one round.

What would you guys like to do now?


Topsy looks concerned and tugs on Irdril's sleeve, thinking into her mind alone.

Irdril:

"I'm afraid. What if this is a trick? I don't want to be a slave...


Exasperated, Topsy explains "I've showed him many times how to braid my hair but he just never does it right on top of always complaining!"

Don't forget disadvantage. Exhaustion definitely imposes disadvantage on persuasion in real life too...

Galinndan disadv: 1d20 - 1 ⇒ (8) - 1 = 7


The deep gnome twins are also sad at the dragon man's departure but soon get back to their usual ways. They haven't had a transformation in a while and are glad of it. Turvy mumbles and grumbles all of the time while Topsy is more open to making friends. Currently, they're in the midst of a serious argument. Topsy yells at her brother "No no no! I've shown you a hundred times! The braid goes like this!" she shows him how to place one lock of her hair over the other.


Turvy looks around uncertainly but Topsy nods firmly, watching Tiberius with wide eyes.

"Alright... no more secrets..."

Topsy & Turvy NPC Card for Tiberius:

1/minute: The twin gnomes circle around a foe, snarling fiercely and distracting it. You gain advantage on one attack roll. This ability must be used before making the attack roll.
1/day: The gnomes turn into their wererat forms and swarm beneath an opponent, tearing at its legs. The opponent must make a DC 16 strength save or fall prone.
Inspiration: If their rodent fury is aroused to extreme levels, the deep gnomes swarm over the face of an enemy, clawing and biting. The enemy takes 1d10 piercing damage and is blinded for one round.


The creature lets out a strange hiss of pain and recoils, dropping its Dwarven prey. Apparently, it is more accustomed to groups of prey that don't stick together.

DC 16 Nature:

This is a giant rocktopus. It is essentially a giant octopus that has adapted to living on land.

The twins shake their heads violently while making growling noises. Then they hunch down on all fours and launch themselves in a fury at the creature, biting and clawing at it. They've suddenly become much hairier.

DC 18 Arcana:

The twins are cursed with wererat lycanthropy.


Cyrus makes his way successfully out of the hole!

Turvy growls under his breath but Topsy silences him with a look. She looks at her feet for a few moments then looks up to the tall dragon man. "We have... a problem... and we can't hold it in much longer... Sometimes we... change... and then we can't control ourselves"

50 xp to Tiberius for getting the Twins to start opening up about their secret.


The deep gnome shudders as Galinndan whispers to her (in Undercommon I assume). She seems on the verge of answering

Will take a persuasion check to get her to talk about this.

Irdril:

Let's say you've picked up a few words of Undercommon thus far. You can speak very roughly in the language but have disadvantage on charisma checks dependent on Undercommon. In a little while longer and some more RP of learning the language, you'll be completely good to go on that.


I know, right? The dice were weird. They chose the lightest and most dexterous (tied) member to fall into a sinkhole.

Cyrus can throw the rope up and attempt to climb out with a relatively easy athletics check. Jumping down would incur the fall damage on you as well, Galenus. Unless I'm missing something about an increased jump distance negating fall damage. And btw, the rope is seeing a lot of use so it might start to wear out after a little while. Just another fun wrinkle.

The female deep gnome looks around uneasily. "There's something around here... I don't know where..." She shifts her weight back and forth on each foot and scratches her neck vigorously. "We should find somewhere to rest. Now!!"

Her twin brother, Turvy, growls somewhat under his breath, an odd sound coming from a deep gnome.

DC 12 Insight:

Topsy is bothered by the prospect of danger nearby, yes. But there's something else she's worried about too.


What's the plan here? We bustin' the manacles or moving along? Those blasted Drow have got to be right behind us!! She gestures with great animation to express her fears of being recaptured.


The female deep gnome speaks up.

Undercommon:

Yes he's a pain but at least he's not a stinking drow.

She eyes Kanzen warily but gives no apologies.


The gnomes breath deeply and seem to calm down a bit. The female thinks

What is this!?!