D&D 5E [OOC] Uller's Out of the Abyss

Bottomline Up Front: This is a long post with a lot of information. Take some time to digest it all, ask questions and come up with a plan. If you prefer not to come up with a plan for the whole group, I suggest each of you name what your PC is doing plus one or two NPCs.

You have come away from Velkenvelve and are ready to travel toward Sloobludop. The journey (according to Shuushar) is about 8 days.. Without a guide, the journey is nearly impossible. With Shuushar guiding you it will be dangerous and you could still become lost...

Rest and Recovery:

For now we are going RAW: 1 hour short rests, 8 hours for long rest (only 1 LR per 24 hour period). At some point maybe we’ll want to consider a more “gritty” rest rules but let’s see how this goes.

Food and Water:

You have enough carrying capacity for about a weeks worth of food and 2 days worth of water. Your current supply is 3 days of food and 3 days of water. The amounts to about 45 pounds of food and 50 gallons of water for the entire troupe (assuming it is spread out over everyone). Each character uses 1 pound of water and 1 gallon of water. Derendil uses 4 of each. Shuushar uses half a pound of food (cold blooded) but 2 gallons of water. Drum uses almost none of each but should supplies become empty he will gain an extra level of exhaustion per day. Running out of food and water will result in exhaustion and eventually death.

Light:
The Underdark is about 50/50 complete darkness, dimly lit. Those with dark vision can function reasonably without light (although standard rules apply...if you are in complete darkness, disadvantage on perception and any other skills that require a good sense of sight...such as tracking or scouting or foraging). Those without will need a light source or will be hindered and even slow the party down. Of course, light makes stealth impossible and increases the likelihood of possible encounters spotting you.

Foraging:

Each foraging character will make a survival check every day (DC will vary and adv/disadv may apply depending on circumstances and light). On a success the character will find 1d6+survival modifier pounds of food. Also, slain creatures can be a source of food (although eating raw meat may be a bad idea). I will make a check (dependent on skill and number of foraging characters) for what water sources you discover and then foraging characters can make a check to determine if it is safe to drink. Some water sources may be guarded. When you find a water source you can replenish water supplies completely.

We will be following the rules in the DMG for what happens when you run out of either food or water (exhaustion).

Orsik can cast Create Water to make 10 gallons per casting.

Pace:

The pace you travel will determine a number of things: distance travelled, chances of encountering creatures, stealth, foraging, chances of becoming lost and perception as well as level of pursuit if you are being pursued (see below).

There are 4 paces you can choose:

Fast:
8 miles per day
Foraging: disadvantage and result is half
Stealth: impossible
Navigation: disadvantage
Perception: disadvantage
Pursuit: Lose 1 level

Normal:
6 miles per day
Foraging: disadvantage
Stealth: disadvantage
Navigation: normal
Perception: normal
Pursuit: No change

Slow
4 miles per day
Foraging: Normal
Stealth: Normal
Navigation: advantage
Perception: advantage
Pursuit: Gain 1 level

Stop
Foraging: Advantage, bounty is doubled
Stealth: advantage
Navigation: N/A
Perception: Advantage
Pursuit: Lose 1d3 levels

You can also always gain further ground (and attempt toevade pursuit) via a forced march, but this can cause you to gain levels of exhaustion, make foraging more difficult and have other ramifications. I’d go with a fast pace before considering a forced march, but cir

Travelling Tasks (Skill):

Foraging (Survival) - see foraging section above

Navigation (Survival) - the guide must perform this task and must have a general knowledge of where the party is trying to go. Perform this task to stay on course and know progress made

Lookout (Perception) - Use this task to watch for threats. Can be combined with scouting

Mapping (No skill required? Really? Okay, we'll go with it...) - This task is used to track where you’ve been. Once you have a map of a route, Navigation checks are made with advantage.

Guarding (Perception) - someone might want to keep an eye on the members of your circus...some threats might be from within.

Covering Tracks (Survival) - Take actions to confuse any possible pursuers. This can increase pursuit level if successful.

Scouting (Perception or Survival and Stealth) Increase progress by up to 25% by finding good paths and discovering any threats before the party is within range of an encounter. However, very bad rolls can leave you isolated and even separated.

Other tasks: If you can think of other things to do to help out...maybe athletics to help carry more gear so slower characters can move faster, maybe persuasion to boost morale and keep people moving, and so forth. Aiding another in their tasks is also a task.

Pursuit:

Chances are, you are being pursued. If not now, you may be later. I will track the level of pursuit. Higher means your pursuers are getting closer and at a certain level you will have an encounter with them. If the pursuit level reaches 0 then your pursuers will have lost you.

Here are some things you can do to change the level of pursuit;

Decrease pursuit by:
Travel at a Fast Pace, cover your tracks (dedicate at least one character to this task), cross a terrain feature that covers your tracks, split into two or more groups,

Increase pursuit:
Fail to avoid an encounter
Travel at a slow pace (or don’t travel)
Traverse terrain that forces you to go slow or makes tracking easy.

What I need from you:
What is your travel pace?
Marching order for open spaces and constrained spaces.
Who is navigating? (Shuushar and ?)
Are you travelling with light sources? Without light sources, those without darkvision are treated as if they are travelling one pace faster and are unable to travel at a fast pace. Light sources make stealth impossible for you (exception: scouts that are likely well ahead of any light source).
Who is mapping?
Who is scouting?
Who is looking out for hazards to the main group?
Who is foraging?
Who is watching for trouble within the party?
Who is covering tracks?
Who is doing something else?

I know you have quite a large troupe. It is possible to do two tasks if traveling at a normal or slower pace. Here is a complete list of PCs/Cohorts/NPCs.

PCs:
Erevan
Ezraen
Surana

Cohorts:
Orsik
Klep
Bertram

NPCs:
Derendil
Sarith
Eldeth
JimJar
Topsy
Turvy
Drum
Shushar

Whatever NPCs you don’t task, I will determine what they are doing. If you ask one to do something they might not want to do, you may need a persuasion check.
 

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I would assume, and would probably bring up the suggestion, that Eldeth take foraging duties, since I believe she was a scout. I would have Shuushar help us with navigation duties because he knows the area around the kuo-toa village. He will have to tell us what "landmarks" to watch for.

Ezraen can help with the scouting, though, he would only do so if someone (probably Surana) spends some time covering our tracks. However, I would assume that would mean that we would have some sort of light source with the main group.

You didn't mention natural light sources, are there any other ways to make torches once our starting supplies dwindle?

I think we should alternate days, one fast-paced, and one normal. The fast paced one, we just book it, putting as much distance between us and the drow as we can, but then the next day, we forage and cover tracks. If we manage to find a natural break, such as an underground river or ravine, we can spend a little time creating some misdirection then cross to throw them off even more.

I think Topsy and Turvy can do scouting duties. Orsik, if he has the light orison can be our light source. Jimjar and Sarith can keep an eye out for signs of pursuit, as well as lookout for the group against the dangers of the Underdark.

Klep is a bard, but does he have any survival skills that could help Surana?

Derendil was an elf, maybe he will be alert enough to be a lookout as well.

Erevan and Orsik can keep an eye on our group for signs of deteriorating morale or other concerns.

Wasn't there a crazy god-dwarf in the party? What happened to him? The It's all in the plan... guy?

EDIT: Betram should help with the foraging as well. I know that they should be unfamiliar with the Underdark and all, but after a few days (or tendays) of foraging, could they start to use their Background (Wanderer) ability to provide food?
 
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Rumor has it there are some fungi that can be used as a light source similar to chemlights. But you haven't seen any as of yet.

Yes..I forgot Buppido the derro from Gracklstugh. He claims to be an avatar of some sort of god. So far he's been pretty quiet.

Yes, Bertram and Surana can use Wanderer. Since the "land" does not offer berries and small game of the sort that they are used to we'll just make their foraging checks one difficulty category easier for them (So when it is DC 15 or 20 for everyone else it will be 10 or 15 respectively for them).

Klep doesn't seem to have any specific survival skills but he does get a +1 on all of his non-proficient skills.
 



Ok, what do you guys think of having Bertram and Surana covering tracks and on the normal pace days, foraging for food? Any objections for the other parts of my/Ezraen's plan?
 

Ok, what do you guys think of having Bertram and Surana covering tracks and on the normal pace days, foraging for food? Any objections for the other parts of my/Ezraen's plan?

I'm still digesting the whole thing. Will get a post up tonight or early tomorrow morning with thoughts and questions.

Initial thoughts: I'm pretty sure Bertram and I are the only two in the party without darkvision, so if we stick together to forage/cover tracks, we should be able to stretch out the torch supply by sharing one. Orsik could do lighting, yeah, but I'd like him completely focused on "guarding" duty. He's got the wisdom score for the job. (If there wasn't a paladin in the party, Surana would be comfortable with other methods of dealing with the Sarith/Buppido threat, but alas...)
 

True enough, though you will find that Ezraen is not your typical paladin. Of course, that also begs another issue. A couple of times through each day, if we see any clues of that missing vrock or any other signs (such as screeches or other eerie sounds) of demons, Ezraen will focus his Divine Sense to attempt locating any fiendish threat (celestial or undead as well).
 

Erevan looking for signs of trouble within, sounds like a pretty good idea. He's got the charisma to get along with pretty much everyone (except perhaps the runaway drow) and could let them talk about any particular fears or resentments.

I'll think about it some more, but first impression of the plan is good.
 

Quick question while I'm writing my longer post: can we negate the disadvantage to navigation rolls on fast-paced travel days by having any character aid Shuushar as their action? Would it help (or matter at all) if that character had a high bonus to navigation/survival rolls?
 

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