Yeah, I was thinking about Minor Illusion. It is problematic. I hadn't thought of Disguise Self, that is actually a pretty good idea! Some ropes for the others, and Disguise on Erevan. What say you, guys?
Surana nods to Erevan, looking miserable but resigned. They'd spent so long down here bound and without their weapons. To willingly resturn to such a state seemed like madness, but there was no other way.
If you are going to agree to it, Ploop and his retinue plus 4 of you (you can choose who) will enter Sloobludop under the pretense that the 4 of you will be offered as sacrifices to Leemooggooggoon but in first you will all go to the Shrine of the Sea Mother to talk to his son, Glugg. So you will have time to make some final plans, explore the village and scope out the Shrine of the Deep Father or even make preparations for what happens afterwards.
Also, in presenting the request to you, Ploop seems to be expecting you to ask for something in return. So you can take the time now to discuss your needs with him, do it at the Shrine of the Sea Mother or perhaps wait until after but the others (particularly Sarith and Shuushar) seem to think it' a good idea to get an agreement ahead of time. Kuo-toa have a reputation of not sticking to the deals they make for very long.
Ezraen seems to ponder Erevan's offer, "Hmm, I think that I can do an okay job in maintaining the illusion of being bound. If 'Van can be the one holding our weapons in disguise, we do not need to worry about possible betrayal."
If Ploop seems to understand, the paladin adds, "No offense intended."
"Surana, do you think that you will be comfortable enough with that? You are pretty deft with your hands, I can show you and the others a trick or two to help make it look convincing."
OOC:
I am proficient in Sleight of Hand, can I teach them a simple trick that will help them in this particular circumstance?
--
To the group, "I am thinking we ask for safe passage across the Darklake and some supplies, fresh water and food. What do you all think?"
Let's do it this way (or you tell me what you think of this):
There are two checks, one to tie a knot that can be easily untied by the bound character. The second check is to untie it without being noticed.
Check 1: Tying a trick knot that is not easily noticed. Sleight of Hand vs DC 13 (Medium difficulty). Failure means the bound character cannot untie it himself. Two characters that are proficient in Sleigh of Hand can help each other and gain advantage on the check. We won't make the check until the moment the character attempts to untie the knot. If the check is 15 or more the bound character gets advantage on the next check.
Check 2: Untying the knot without being noticed: Sleight of Hand or Deception vs Passive Perception of observers. This check is made by the bound character. If the knot is really well tied then you get advantage (see above).
Sound reasonable? If you manage to untie without being noticed, you'll gain surprise. If you fail by 5 or more you are noticed prematurely and your observers gain advantage on initiative.