D&D 5E Out of the Abyss IC


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GlassEye

Adventurer

Raza nodded. It was answer enough.

[sblock=OOC]Insight [roll0][/sblock]
[sblock=Raza, in brief]
[size=+1]Raza Thulcandra[/size], halfling Druid 4
Initiative: +3; Inspiration: No
AC: 14, Current: 14; HP: 30/31; Speed: 25 ft

Str 8 (-1), Dex 16 (+3) , Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 12 (+1)

Conditions: Darkvision
Saves: Intelligence +2, Wisdom +5
Skills: Insight +5, Perception +5, Religion +2, Stealth +5
Senses: passive Perception 15

In Hand:
Spells Prepared: (7) (Grimoire)
  • 2nd level: 1/2; Darkvision, Flame Blade*, Lesser Restoration, Spider Climb (circle), Spike Growth (circle)
  • 1st level: 0/4; Absorb Elements*, Cure Wounds*, Faerie Fire, Goodberry
  • Cantrips: Druidcraft, Mold Earth, Produce Flame, Guidance
* can be cast at higher level
Spell Attack: +5; Spell save DC 13

Special:
Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Natural Recovery 0/2
Wild Shape 0/2 (2 hour duration)
Hit Dice 3/4 (1/2 total HD restored at long rest)

Stuff:
Kuo-toa pack, 1/2 ration, 1/2 full waterskin, focus (obsidion)
Driftglobe: light (at will); 1/1 daylight
[/sblock]
 

[sblock=Raza]Great roll. Here you go: Plooploopeen loves his daughter. She's probably his protégé. His anger is for the other kuo-toa who just hissed that Bloppblippodd should die. But there is disappointment and sadness, too. Raza senses that Plooploopeen wishes for the totem to be destroyed but for his daughter to be spared. She also senses animosity between Plooploopeen and the upstart warrior, as well as between the two kuo-toa warriors (one warrior seems loyal to Plooploopeen, the other warrior seems to want to stir the pot and cause dissent). It dawns on Raza that there could be a further wrinkle in the kuo-toan archpriest's family line...dissent and disagreement between the son Glooglugogg and daughter Bloppblippod. Plooploopeen is not as certain as he stated that Glooglugogg will help the party.[/sblock]
 

The kuo-toa broke their fast on smoked fish--more savory and less salty than the unpalatable salted fish stored in barrels at the drow outpost. The smoked fish was passed 'round, followed by fresh water and fresh kelp that had a chewy texture and left the partakers feeling they'd eaten the first green vegetable they'd had in weeks. The warrior who'd encroached on Kago's personal space thumped his chest. "Kombu make good endurance!" It was unclear whether Kombu was the kelp or the warrior, but this didn't seem to faze the warrior, who nodded vigorously at Kago.

Plooploopeen cast two spells before the group left the geode lair. The first spell entailed ten minutes of chanting while Plooploopeen fingered a small lump of clay in one hand. This, he did with his eyes closed, walking a circuit and touching Raza, Solace, Kago, Brinn, Kamael, and Ce'rek on the forehead. When Plooploopen was done, he said only, "You can hear. And speak." He did not explain but immediately launched into another ten minutes of spellcasting, animatedly waving a reed in the air in one hand while the other hand traced ornate symbols on the surface of the water lapping at the geode's rocky shore. The phrasing and intonation the archpriest used were alien. When Plooploopeen at last concluded, he seemed winded and sat down. "And now you can breathe. These are my gifts to you, and more you shall have should you succeed. Return here and fetch me when it is done. I must rest, but you shall have help." He waved to four of the six lesser kuo-toa, and to the one kuo-toa warrior who seemed loyal to him. These five immediately got to their webbed feet and approached the party. "We accompany you. To the wharves," the warrior declared, then waded into the sable waters of the lake.

Kamael quickly cast a twinned spell, armoring himself and Solace. Ce'rek, every shifty eyed, eventually got to his feet but lingered at the back of the group. Shuushar, Stool, and JimJar remained behind. Shuushar bowed to the group. "My place is here, with Plooploopeen. You have served well, and go with his blessing. Return if you can. He has granted you a day's ability to breath beneath the water, and also to speak our tongue."






The group swam for perhaps half an hour. The water was deceptive; while calm at the surface, there was a wickedly fierce undertow, a draft of chill water created by an underwater stream that pulled at bodies, threatening to sweep you further south into the corpus of the lake.


OOC: 24 hours of tongues and 24 hours of water breathing for each member of the party. Everyone, please provide an Athletics DC 12 check to see how the swimming goes. It'll be a group check, meaning everyone makes the Athletics check. If at least half of you succeed (so, three of the five of you), the group succeeds. Kobold Stew is traveling on Tuesday and has asked me to autopilot Solace for the month of October, so here is Solace's roll. She has an unfortunate -1 modifier to Athletics rolls, so she's rolled a 4.
 

Yavathol

Explorer


It seemed a shame to leave the safety and comfort of the geode, especially in order to and cause a fight which would almost certainly result in lives being lost. Kamael felt somewhat envious that Shushaar and JimJar got to stay behind and keep their hands clean, and then tried to focus on what he was doing. It was very odd to be able to breathe water, but the magic did not help him to swim, and he had never had much opportunity to become proficient in that skill. He was very glad for the presence of the kuo-toa, without whom he would certainly have gotten lost in the darkness.

OOC:
[roll0]

Ah, nice to see both Aasimar are equally inept. Good luck everyone, it looks like we can't afford any more failures! :)



[sblock=status]Kamael hp 22/22
AC 15
Inspiration yes, Tides of Chaos yes, Concentrating no
Slots 3/4 3/3
SP: 3/4
HD: 4/4
http://www.enworld.org/forum/group.php?discussionid=1414
[/sblock]
 

industrygothica

Adventurer
Kago hates the water, but still manages to navigate it fairly proficiently.





Code:
[B]AC:[/B] 18; [B]HP:[/B] [COLOR=#FF000]31[/COLOR]/31
[B]Initiative:[/B] -1
[B]Saves:[/B] WIS +5, CHA +2
[B]Passive Perception:[/B] 13
[B]Languages:[/B] Orc, Common, Goblin
Darkvision 60 ft.
[B]Skills:[/B] Athletics +5, Insight +5, Medicine +5, Survival +5
[B]Stats:[/B] Str 16 (+3), Dex 8 (-1) , Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)

-[B]Inspiration[/B]? [ ] Yes, [[COLOR=#FF0000]X[/COLOR]] No
-[B]Channel Divinity (2 uses per short or long rest)[/B]? 1.[ ] 2.[ ]
-[B]War Priest[/B] (bonus action, 3 uses per long rest): 1.[ ] 2.[ ] 3.[ ]

[B]Spell Slots:[/B] 4, 2, 0, 0, 0, 0, 0, 0, 0
[B]Slots Used:[/B]  0, 0, 0, 0, 0, 0, 0, 0, 0
[B]Spells Prepared:[/B] (5) [URL="http://ephe.github.io/grimoire/"](Grimoire)[/URL]
[LIST]
[*][B]Cantrips:[/B] Resistance, Sacred Flame, Spare the Dying, Thaumaturgy
[*][B]Domain Spells:[/B] Divine Favor, Shield of Faith, Magic Weapon, Spiritual Weapon
[*][B]1st Level:[/B] Create or Destroy Water (*), Cure Wounds (*), Guiding Bolt (*), Healing Word (*), Inflict Wounds (*)
[*][B]2nd Level:[/B] Lesser Restoration, Prayer of Healing (*)
[/LIST]
(*) can be cast at higher levels
 

GlassEye

Adventurer
Raza Thulcandra


Raza contemplated the insights she had gleaned from Plooploopeen. And then, before she knew it, the kuo-toans were wading into the water and disappearing into the deeps. She frowned as the loyal kuo-toa led off and the rabble-rousing warrior stayed to guard the leader; if only it had been the other way round…

Raza waded into the water. Ce'rek was nearby and she reached out to give him Guidance. She stared at the water a bit longer as the others submerged and she glared over at Ce'rek.

"Don't let the others attack me!"

Quickly she shifted into the shape of one of the small river crabs that lived in the river that flowed past the Mother Night's mountain; except larger and much more threatening. With scarce a sound Raza-Crab disappeared underwater.

[sblock=OOC]Cast Guidance upon Ce'rek.
Wild Shape into a giant river crab
Concentration: 1D20+2 = [16]+2 = 18 Oops! Noticed I don't actually need this.
I'm assuming I won't need an Athletics roll since Raza now has a swim speed. If this is incorrect, let me know, please. Or maybe I can use the roll above.

GIANT CRAB
Str 13 (+1), Dex 15 (+2), Con 11 (+0)
Hit Points 13, HD 3
Speed 30, Swim 30
Claw: +3 1d6+1 B, target grappled (escape DC 11; two claws to grapple)
(gear absorbed)
[/sblock]
[sblock=Raza, in brief]
[size=+1]Raza Thulcandra[/size], halfling Druid 4
Initiative: +3; Inspiration: No
AC: 14, Current: 14; HP: 31/31; Speed: 25 ft

Str 8 (-1), Dex 16 (+3) , Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 12 (+1)

Conditions: Darkvision
Saves: Intelligence +2, Wisdom +5
Skills: Insight +5, Perception +5, Religion +2, Stealth +5
Senses: passive Perception 15

In Hand:
Spells Prepared: (7) (Grimoire)
  • 2nd level: 2/2; Darkvision, Flame Blade*, Lesser Restoration, Spider Climb (circle), Spike Growth (circle)
  • 1st level: 4/4; Absorb Elements*, Cure Wounds*, Faerie Fire, Goodberry
  • Cantrips: Druidcraft, Mold Earth, Produce Flame, Guidance
* can be cast at higher level
Spell Attack: +5; Spell save DC 13

Special:
Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Natural Recovery 2/2
Wild Shape 1/2 (2 hour duration)
Hit Dice 4/4 (1/2 total HD restored at long rest)

Stuff:
Kuo-toa pack, 1/2 ration, 1/2 full waterskin, focus (obsidion)
Driftglobe: light (at will); 1/1 daylight
[/sblock]
 

OOC: Absolutely, [MENTION=40413]GlassEye[/MENTION], no roll required if you have a swim speed. And I'll just use the raw 16 you rolled (for a the unneeded Concentration check) for Ce'rek's Athletics check, which means three of five characters passed the Athletics check to beat the undertow in the lake.



The group swam past the sucking undertow, narrowly avoiding losing first Solace then Kamael to the water's icy current. Several of the kuo-toa, aided by the able-bodied crab-Raza, grasp the two struggling aasimar, fishing them out of the current. Eventually, the group makes it way up a gradual underwater incline. The water is inky black, and there is no light, but this is of little recourse to a group well-versed in traversing the depths of the Underdark. You can see, and eventually make out stout pillars of gray woodlike beams that extend from the water's surface down to a mud-laden rocky underwater shelf. The wharves. The lead kuo-toa warrior turns to eye the group and, with a raised webbed hand to its fishy lips, bids you hold your tongues. The group rises to the surface, coming out beneath a dock.

The warrior whispers, "We are beneath the fourth wharf from the north." The group makes its way with care and stealth to the water's edge. Forty feet to the southwest across an open space flanked by huts crafted of dried reeds and mud lies an idol consisting of a large hide of unknown type stretched horizontally on cords between four support poles. A dead, splayed out manta ray is pinned to the center of the hide. Two dead octopi are draped across the top of the ray, their tentacles pinned and artfully arrayed, their heads tied together and painted with red and blue pigments. The totem reeks of decay, and the broad stone altar below the idol is stained dark with blood.


OOC: Make Perception checks, all of you. If anyone is venturing out from beneath the dock, you'll need to include a Stealth check with your action.
 

GlassEye

Adventurer
Raza Thulcandra


Raza-Crab floated quietly in the water allowing the others to hold onto her shell as needed as they treaded water. The darkness, at least near her, didn't hinder her much but she waited to see if any of the locals were near.

[sblock=OOC]Neglected to note that crabs have blindsight 30 ft. in case it affects things.
Perception: 1D20+5 = [5]+5 = 10

GIANT CRAB
Str 13 (+1), Dex 15 (+2), Con 11 (+0)
Hit Points 13, HD 3
Speed 30, Swim 30
Blindsight 30 ft
Claw: +3 1d6+1 B, target grappled (escape DC 11; two claws to grapple)
(gear absorbed)
[/sblock]
[sblock=Raza, in brief]
[size=+1]Raza Thulcandra[/size], halfling Druid 4
Initiative: +3; Inspiration: No
AC: 14, Current: 14; HP: 31/31; Speed: 25 ft

Str 8 (-1), Dex 16 (+3) , Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 12 (+1)

Conditions: Darkvision
Saves: Intelligence +2, Wisdom +5
Skills: Insight +5, Perception +5, Religion +2, Stealth +5
Senses: passive Perception 15

In Hand:
Spells Prepared: (7) (Grimoire)
  • 2nd level: 2/2; Darkvision, Flame Blade*, Lesser Restoration, Spider Climb (circle), Spike Growth (circle)
  • 1st level: 4/4; Absorb Elements*, Cure Wounds*, Faerie Fire, Goodberry
  • Cantrips: Druidcraft, Mold Earth, Produce Flame, Guidance
* can be cast at higher level
Spell Attack: +5; Spell save DC 13

Special:
Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Natural Recovery 2/2
Wild Shape 1/2 (2 hour duration)
Hit Dice 4/4 (1/2 total HD restored at long rest)

Stuff:
Kuo-toa pack, 1/2 ration, 1/2 full waterskin, focus (obsidion)
Driftglobe: light (at will); 1/1 daylight
[/sblock]
 


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