5E EB's Out of the Abyss RG


1. Southern Watch Tower: Two drow guards watching the southern tunnel, they probably have a signal horn just like the northern one does.

2. Barracks: Never allowed into the barracks only when operating the lift could anyone glimpse inside. There are pallets (how many unknown), and ropes holding lanterns crisscrossed from wall to wall.

3. Main Hall: Inside are four circular tables each surrounded by five chairs. Part of the hall is used for food preparation and storage. Stocks include dried and fresh fungi, dried fruits, cheeses, preserved meat, barrels of water, and a few clay pots of spices, A heavy iron brazier, heated by slow burnig wick and oil from below, provides heat for cooking along with a dim light. There are plenty of pots, pans, dishes, and knives in the area. Besides taking meals here the drow spend their leisure time at the tables playing at dice.

4. Elite Barracks: Not allowed in these stalatite homes because they house the elite warriors and under-priestess of the compound. Quaggoth have been seen going in and out freely, and are assumed to be used to keep the two areas clean.

5. Lift: A wooden platform and mechanical pulley system has been constructed between both area 4s and is operated and guarded by two quaggoths. The basket is big enough to hold 4 medium size creatures comfortably. It will not raise or lower on it's own and muat be operated by a STR check (with one other person allowed to use the Help action on this check). It is well maintained and takes no time at all to reach the top or bottom.

6-8. Shrine to Lolth: A steep rope bridge leads to the upper level of the largest hanging tower. The floor of this circular chamber is covered by dark silken mats with pale webstrand patterns woven through them in silvery thread. In the center of the room is a wooden pedastal with a spider statueete carved from jet. There are cushions scattered throughout the room (used during prayer services), and a large trained spider lives in the corner. A rope ladder lads down to the lower levels. Only Thia was taken below, most prisoners are brought before the head priestess and questioned on the upper level. The middle level is the quarters of Ilvara and they are lavished with silken curtains, a divan like bed, a private shrine, and a black-stained chest in the corner. The lowest level is a torture chamber and small cell for special prisoners or those that cause to much trouble.

9. Waterfall: A small waterfall cascades down the eastern wall from the darkness above. Climbing the walls within five feet of the falls would be very tricky, but would lead down to the pool below (no webs blocking the way below). Barrels and wooden chutes are used to collect water from the falls because the ledge doesn't go right up to it.

10. Guard Tower: Three guards are always present somewhere in the tower or along one of the two rope bridges. There is an arrow slit window that one guard is always at and watching the western tunnel, a small stand under the window has a signal horn on it. The tower has a rope ladder leading to a second-story that no prisoner is allowed to enter, not even JimJar has been up there and he has been everywhere. A patch of spider-silk webbing set with hooks holds a lantern from the ceiling.

11. Slave Pens: Everyone is familiar with this area.

12. Quaggoth Den: From the slave pen a set of stone steps lead down to the cave used by the dozen quaggoth's of Velkynvelve. The place is littered with nest like mounds of debris and scattered bones, and the place smells of rotten meat and fetus.

13. Northern Watch Post: A small alcove where two drow are stationed to watch the north tunnel for the arrival of the Menzoberranzan convoy. When they are spotted the use thier signal horn to alert the compound.

14. Pool A naturally formed pool that travels north out of the cavern to end up who knows where. The drow use the pool to dump waste and garbage. [/sblock]View attachment 91622


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[sblock=Character Sheet]
Old Grudach
Race: Human (variant)
Class/Level: Barbarian 4 (Path of the Zealot)
Alignment: Chaotic Neutral
Size: Medium
Type (Subtype): Humanoid (human)
Init: +1
Speed: 30ft
Senses: Passive Perception: 11, darkvision* (see notes)
Languages: Common, Orc
Background: Urban Bounty Hunter
Madness: Level 2

Str 14 (+2), Dex 14 (+2) , Con 18 (+4), Int 10 (+0), Wis 12(+1), Cha 08 (-1)

AC: 16 (dex, con)
HP: 57 (4d12 +24), HD: 1d12+4
Prof. Bonus +2
Proficiencies: Light and medium armors and shields, all simple and martial weapons
Tools: Playing Cards, Shawm
Feats: Tough
Saves: STR +5, CON +6
Special Defenses: none

MELEE: greatclub +4, 1d8+2 bludgeoning, two-handed
MELEE: shortsword +4, 1d6+2 piercing, finesse, light
MELEE: dagger +4, 1d4+2 piercing, finesse, light
MELEE: glaive +4, 1d0+2 slashing, heavy, reach, two-handed
RANGE: dagger +4, 1d4+2 piercing, finesse, light, range (20/60)

+2 (dex) Acrobatics
+1 (wis) Animal Handling
+0 (int) Arcana
+4 (str) Athletics*
+1 (cha) Deception*
+0 (int) History
+1 (wis) Insight
-1 (cha) Intimidation
+0 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature*
+1 (wis) Perception
-1 (cha) Performance
-1 (cha) Persuasion
+0 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth*
+3 (wis) Survival*
* proficient

Racial Features:
+1 STR, +1 CON
Size: Medium
Speed: 30 feet
Bonus Skill: DM's choice
Bonus Feat: DM's choice
Languages: Common, plus one

Ubrban Bounty Hunter:
Skills: Choose two from; Deception, Insight, Persuasion, and Stealth
Tools: Choose two from; a gaming set, one musical instrument, or thieves' tools
Languages: none
Feature: Ear to the Ground - Able to collect information on a target inside the city you are in easier than normal.

-Rage (3/long rest); bonus action, +2 dmg
-- advantage on STR checks and STR saves
-- bonus to melee dmg using STR
-- resistance to bludgeoning, piercing, and slashing dmg
-- cannot cast spells or concentrate on spells
-- lasts 10 rounds or ends if you have not taken dmg, or atk a hostile creature since your last turn
-- end rage as a bonus action
-Unarmored Defense: while wearing no armor your AC is 10 + your DEX and CON modifiers
-Reckless Attack: only usable on your first atk each turn, gain advantage to an attack roll using STR, drawback; all attacks against you have advantage unil your next turn
-Danger Sense: gain advantage on DEX saves against effects you can see, drawback; you cannot be blinded, deafened, or incapacitated
-Ability Score Improvement: +2 CON
-Divine Fury (1d6+2, necrotic) the first creature you hit on each of your turns (with a weapon atk) takes extra dmg, note must be raging
-Warrior of the Gods: if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you
* goggles of darkvision[/sblock]
[sblock=Physical Description]
Sex: Male
Age: 41
Height: 6'-1"
Weight: 210lbs
Hair Color: brown (overdue for a trim)
Facial Hair: brownish red and thick
Eye Color: hazel
Skin Tone: overly pale, due to time underground and brush with death
Scars/Tattoos: numerous scars from combats and barroom brawls
Description: Grudach looks old beyond his years. His hard live and the most recent near death experience have put large bags under his eyes, and given him a weary look to his face.

Carrying Capacity: 210 lbs
Push/Drag/Lift: 420 lbs
Climb: 15' Swim: 15'
Long Jump: 14' & 7'
High Jump: 5' & 2.5'
Hold Breath: 5 minutes[/sblock]
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Old Grudach

Traits: Grudach lives in constant fear (see background). Yet through constant internal struggle, he is able to act.
Ideals: Freedom: Grudach can't abide tyranny.
Bonds: His Companions: Grudach cares deeply for those that fight along side him.
Flaws: Grudach has a difficult time speaking to anyone for the first time.

Personality: Grudach comes across as a calm, stable presence. He thinks before he acts, and while quiet, he is kind and warm. However, inside he is a constant turmoil of emotion just under the surface.

Background: Grudach was born premature, which killed his mother. He was too small to live, and yet his village healer was able to revive him again and again with only the smallest knowlege of magic. As a small, timid boy, his abusive father blamed him for taking his mother's life, and constantly tried to 'make a man out of' him.

Even now in middle-age, he lives in constant fear, still subconsciously seeing every threat as his father coming for him. And yet, his inner terror is rarely noticed by those around him. He hides it well. Thia, for example, sees him as the bravest man she knows. But it's not bravery that drives him forward in battle. It's fear. Fear that his father was right about his weakness. His zealous rage is actually terrible terror spiking his energy and causing him to charge when he would rather flee.

He was part of Thia's crew when they were betrayed and surrounded by Drow. Grudach shielded Thia with his boday and was shot full of drow quarrels and fell off of a crumbling ledge into a gorge. When the drow came to find his body, he was gone. He was dragged off by a deranged old hermit who used ancient magic to bring him back. "You still have work to do and have had enough rest," the crazy old hermit said to Old Grudach and then grumbled to himself about the laziness of youth. Grudach tried to protest that laying dead and laying around are two totally different things, but the hermit just snorted and said, "Now go! And bring me back some fire lichen when your done, my soup needs some spicing!."

Grudach ran away without a thought. He began searching for survivors of the ambush, tracking the drow, and eventually he discovered Velkenvelve and was watching from afar when Thia and the others escaped into the underdark...

Equipment:- goggles of darkvision
- potion of healing
- glaive (taken from Gnoll packlord)
- greatclub (found on ogre corspe)
- longbow (gnoll)
- quivers (x2 w/ 12 arrows each)
- short sword
- dagger
- gourd w/strap (holds 1.5 gallons of water)
- waterskin
- burlap backpack (15lb capacity)
- tinderbox
- edible fungus (barrelstalk, 1.5lbs)
- common clothes
- 50gp (bloodstone) 12sp, 8cp
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