D&D 5E [IC] Uller's Out of the Abyss

[roll] They speak common...and yes...Topsy is the female...my mistake. [/roll]

As you start speaking you hear a new sound mixed with Topsy's pathetic pleas...a sort of growling hissing squeaking sound. You can't be sure if it is another voice or Topsy's or both. But whatever it is it isn't gnome and it's angry.

Topsy: "No my friends! You must go. No, brother! You must fight it! Please!....You must run! You will die! I can't stop it...we can't...RUN!"

The squeaking hissing becomes louder. Her pleas return to gnomish and ever more desperate and her own voice is clearly changing.

OOC: From the sound of things they are only a few feet in the 'burrow'. If you bend down you could easily see them...
 

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Ezraen steps forward, "Topsy, Turvy, take my hand. Trust that the Lord of Redemption can offer peace..."

OOC: When I duck low, can I see into the darkness? Is there enough light from the stone for me to see clearly?
 

You see Topsy kneeling on the ground. Her back is to you. She is naked from the waste up. The rags she had been wearig are torn away. Her ivory white skin is now covered by a thin layer of black fur. Her skin appears to be boiling. You're not sure...but it appears the black fur is growing.

At first she appears to be alone. She turns her face to you. Her expression is one of deep sorrow. She tilts her head and reaches as if in apology.

Then you see that what you thought was her shadow is in fact a creature. It's eyes glow a deep red in the light of Orsik's spell. It is covered in black fur. A long conical snout with whiskers and ears laying back against its head betray an agressive posture. It's mouth filled with jagged teeth and frothing with saliva.

It's body is vaguely humanoid but unmistakably beastial. Its arms are long and end in wicked claws. It's lower extremities are humanlike (or gnome like) and clothed in the gray pants similar to what Turvy wore. Its feet clearly those of a beast.. long clawed toes meant for speed.

"I told you to RUN!" Topsy screams as her expression changes to one of uncontrolled rage. The beast behind her lunges forward as her own transformation accelerates.

OOC: It'll be initiative when I get home this evening and can look at Surana's inventory and such.
 


You know the standard riffs...lycanthropy is contagious. They are generally immune to physical damage but silver harms them. Werecreatures are
feared and prone to violence. They are affected by the moon (maybe it's afull moon in the world above?)

Nice initiative roll...
 

OOC: Thanks! Do I know about the disease aspect? That is what I want to know. Is it too meta to try Lay on Hands? That will affect my first action.
 

"Blazes!" Ezraen mutters under his breath. "I don't think we can do anything yet. We'll need to find a priest more advanced in divine learning that we have access to yet. Let's back off for now, and hope that they do not wander too far."

The half-elf backs away, watching for signs of pursuit, if the others have gotten out, Ezraen turns and follows quickly.

OOC: Essentially, move back, once Surana, Bertram, and Erevan are out of range. If there is no pursuit, Ez will dash to keep up with the others. (As they pass, he would toss the light stone to Surana, since Ez is darkvisio-fied.)
 

Erevan, never the bravest fellow, nevertheless tries to calm down the were-creatures. Lowering his rapier, the elf talks in hushed, gentle tones, trying to subdue them.

"Come now, don't be frightened," he says while trying to put his charms to work. "There is no need for violence. Please just calm down. Do you want us to give you two some privacy?"

OOC: Can I make a skill check and ready an action to attack (non-lethal) if they attempt to strike one of us? If not, it'll be just the persuasion.
Charisma (persuasion): [roll0]
 

OOC: We're just gonna ditch them? :(

Even if we want to do that, I wouldn't be surprised if they can catch up to us. And can we follow this path at a run? It was pretty hard to get here...if we're bolting on the way back, we may get lost.

Don't know if I'm up for this. Kinda want to go for the KO, then ask them everything they know about this when they wake up. What sets it off down here, how we might undo it.

Are you sure you want to run? I may stay in any case, so if you go, please toss me the silver knife?
 

OOC: Just to be clear: The wererats' intent at this point is to attack and kill you. Whatever of the deep gnomes is left in them (if there is any at all) is not in control right now. If you flee they will certainly pursue (if you outrun them, a big if...you risk getting separated and/or lost). If you just back off they will move up and attack. As of right now they are about 10' away from you. You could probably move out of their range and ready (they will close the distance but be unable to attack but of course will get OAs if you move away again). I'm not saying not to follow this course of action. I just want to be sure you understand the risks/rewards. Using the dash action, you can probably make it back to the others in 3 rounds assuming you don't get turned around, lost or separated.

Surana...remembering that awesome deep gnome knowledge check from the very beginning...remembers that deep gnomes have some magical abilities that can dazzle your vision and hearing, confuse your attacks and hide among stones. Whether or not they retained those abilities as wererats is not clear.
 

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