D&D 5E [IC] Uller's Out of the Abyss


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Shuushar thinks for a moment. Walks around in a circle staring ahead (it's always weird talking to the fishman). "Oh...I'd say we are not quite half way. Four, maybe five days."

"The path is treacherous. There is unstable tunnels over the next two days. Rock slides are possible. Then another chasm, but this one we don't cross but we must travel a long way on a ledge...very dangerous. Going will be slow. Then...we'll be there."

His sense of time and distance is not all that rational.

"Oh...and the magic lights...here and there. Magic lights. We'll be there by the end of the day."

Sarith responds: "Faerzress? That should protect us. Good."

Shuushar: "Maybe good. Maybe bad. Lately Magic lights cause dark dreams and priests' magic work in strange ways. But talking about it won't get us to Sloobludop."

You begin to move. Through the day you can continue to talk but nothing happens. You begin to enter an area of more open vistas. Here at least the ground is stable, the caverns ancient. Phosphorescent lichens and fungi light your way. Occasionally you move through an area that is just lit...you can't see a source. You feel a strange 'tingling' as you move through it. Like the area is somehow alive. Mostly it seems benign...sometimes it is accompanied by a sense of foreboding or even malevolence. Some areas are small and easily crossed. Others are bigger. One is nearly a mile before you can get across it.

Throughout the day Topsy and Turvy become more and more agitated and frightened. Derendil becomes silent. When you do get him to speak, his voice is deeper, more bestial.

After a full day of travel you begin to tire and look for a place to rest. Eldeth and Surana find what seems to be a good area. It's well lit and defensible. But it seems to be suffused with the strange 'Faerzress' Sarith spoke of. Seeing the apprehension some of you feel, Sarith points out that the area protects you from any divining magic the drow might be using to track you. Shuushar says the area ahead is not affected but there is no light and the tunnels become narrower with fewer good places to hide and the ground starts to become less stable.

OOC:
I just realized I've been forgetting about food and water. So we'll call it a wash up to this point leaving you with 1 day of food and about 2 days of water. You'll have to decide if you want to move on and camp in a less defensible and dark area or camp here.
 
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OOC: I'd be cool with camping here. Surana would probably favor the defensible area and be willing to deal with its possible downsides.
 

"Let us camp here, I think that there are more advantages to camping in this faez-ris than in the tunnels. We need food. Bert? Eldeth? Mind seeing if we have anything around to supplement what we have left?"

The half-drow looks to create a blind so that we can remain hidden from travelers passing through (or the hunters that we are trying to evade.) He seems lost in thought as he worriedly looks at the twins and Derendil. He goes up to each of them, checks up on them and says a little prayer over them.
 

After a bit of discussion, you camp where you are. Those of you that sleep, you have the same dreams that you had in Velkenvelve. Tentacles reaching out to you. Shadows moving through the dreamscape. Feelings of falling or being trapped or drowning or being hunted.

Eldeth comes to Ezraen as he meditates. "The twins...I think they need you. They are having nightmares and we can't wake them. Orsik is with them too."
 

OOC: Oh no, make no mistake, Ez does not trance. Actually, I think half-elves actually sleep. Of course, you may have meant that it was when I was praying. ;)


Ezraen nods and hurries over, going over the protection prayers in his head and he makes his way over.
 

OOC: ooo...I don't know why I was thinking half elves trance...


As Ezraen approaches, Orsik: "They're gripped by their curse. Now's the time they need our help!"

OOC: If you each cast Protection from Evil it will give them advantage on their save. If they fail they will transform. If they fail by 5+, they succumb to their curse and 'curing' them becomes much much much harder.
 

"I will pray over them, save Moradin's blessings in case we need them in combat," Ezraen then prays over Topsy and then Turvy in turn.
OOC: Cast protection from evil on them both.
 

Topsy Cha save DC 10 [roll0]
Adv [roll1]

Turvy Cha save DC 10 [roll2]
Adv [roll3]

(+2 if the other passes the check...twin power!)

Ezraen lays his hands on the twins as their bodies are wracked with spasms. Their limbs begin to change..arms shortening, feet and legs change for hopping and running, face elongating, teeth sharpening...Ezraen, in your mind you find yourself in shadow. Light emanates from you to illuminate an opaque fog. The twins are at your feet cowering in mad fear. Shadowy rat like demons emerge from the shadows to grab at the gnomes...pulling at them, biting at them. But the light you bring singes and weakens the creatures, breaking them apart like ragged clouds caught in an October gale. You open your eyes, back in the cave. Topsy and Turvy are asleep, the convulsions gone. Turvy awakens momentarily rolls over and resumes his sleep.
 
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Several more hours pass without incident but your rest continues to be visited by visions and dreams. Sleep is a black storm driven tide eroding the fringes of your sanity.

OOC: each of you make a DC 10 Cha save. I'll make it for the other characters in the dice rolling thread.
 

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