The Last Leg
6th of Rova 4707 A.R. (Absalom Reckoning)
"Better not to have to fight at all," you answer after a moment, then seeing the disappointed look on Cob's face, add. "Drow are miserable to fight, or so I've heard at least."
Iolda gives you, or rather the silk armor peeking between the folds of your cloak, the side-eye, to which you shrug and answer honestly: "Not from their hands. In war or in trade it is the man who never crosses gazes with drow who is blessed with long life..." But not too honestly, is the implication that you had
traded for the spidersilk would make your company seem more reliable to the halfling-folk.
If the journey so far had been rough, what follows is
grueling. Nar Voth does not open up into a smooth gullet to the outer world here, but instead requires one to climb up narrow crumbling ledges, suitable perhaps for clawed kobold feet, but a nightmare to traverse with a score and more people, some of them far from hale, and all their supplies. Given enough time to take this slow and steady you would have suggested a rope harness for everyone. As is, a rope hammed into the stone at both ends with pitons works, though part of you wonders if it is more for moral support than physical...
A shout, then a muffled 'oof', echoes from behind you as the rope goes taunt. No scream follows. Looking back confirms that the old halfling is still here, only a few pebbles and some rock-mold consigned to the chasm opening to your left. "Watch it back there!" you call out, your shadow gesticulating with clawed hands against the torchlight. It does not seem to help, twice more Iolda's people slip or trip, but each time the rope holds, giving lie to your earlier thoughts about Cob's work.
Reflex Save Halfling: 1d20+2 = 8, 7, 9 (Failure)
Cob Knowledge (Engineering) DC 17/22/27: 1d20+9 = 28 (Full Success)
When you make it to the top a moss covered cave dappled in rays of sunlight, where from the looks of it the locals grow their food, Iolda and her fellows surround the goblin to congratulate him, much to his confusion. "Rope's good I guess, boring though, not even dipped in magic sauce."
Perhaps due to having his life most likely saved by your friend's work, the old fellow who slipped first asks what he means, earning himself about three bells of conversation about the possibilities of magic rope and of course fire. You can't really have a two hour talk with an enthusiastic Cob without getting into how fire improves most ideas.
Regardless, since no one seems to be harvesting any of the moss, your small caravan quickly makes it through the path laid out by the kobolds, marked with glyphs burned into the stones, easily decipherable by Mina. No one really wants to test if the threats of horrible-skin-flayling-eye-boiling death are a bluff or not even if you were not rushing to avoid the drow.
Ahead the path narrows into a tunnel that had been clearly carved with pick and chisel and often used until at last it opens into a square room with earthen walls. "An old basement," Mina proclaims, though you are less worried about just what that means and more about why the kobolds had not just set up a guard here.
Gorok seems to be of the same mind, but it is light out so you pause a few moments to take stock and catch your breath. This place is close to the mouth of the Isger, to the ship waiting for you there to make it in a few hours. Looking around you realize you are in the middle of what must once have been a village, though not a very large or prosperous one: a single well, and about six or seven houses all wrecked down to their foundations and so overgrown you can barely mark down their outline among the green. Thankfully there is still a path that leads straight south, but then these are the Burnlands, one can go in any direction at any time. You don't think you'lll ever get used to that.
"We can either take the road these last few miles and risk meeting other folk, or cut straight through the wilderness," Iolda explains. "We are a lot more likely to meet people on the road, but if we meet anyone off it they will be a lot more suspicious. 'Honest law-abiding folk' don't go traipsing through the hills and hollows in Cheliax."
What do you do?
[] Go overland
[] Take the road
[] Write in
OOC: Well I was not expecting super goblin engineering to save three halflings who failed a DC 10 DEX save, but I'll take it.