[5e] Ssuth dal Har'oloth (Escape from Underdark) [Chapter 3 Completed!] (Inactive)

Game Master mishima


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Dorbo nods and responds while writing some kind of letter "You don't know how to get back to the surface? Of course we have regular dealings with the surface world...have since the Fall. There is a hidden way nearby, but we can't spare anyone to guide you...we are under severe pressure here. Some new and dark presence in the northwest caverns seems to be bleeding oozes into our community nearly nonstop. If that weren't enough, the Goldwhisker werecreatures are starting to overflow...we need them out of the warrens!"

Senni interjects, giving him 'the look' "The wererats are descendants of Blingdenstone citizens, I think they deserve to stay and rejoin the community."

Dorbo just scoffs and Topsy and Turvy look at each other knowingly.


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At Froog's recounting of the tale, and mention of the demogorgon especially a somber mood hangs over the room and the flow of paperwork seems to slow. "Yes, there've been whispers of demonic influence in the outskirts...more reports of insanity than usual from the taskmasters...but surely you must be mistaken, Sloobludop is not fallen...?"


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

"It has, the demons have over ran the underdark from all I have seen, even the drow are not even safe from what we saw, I'd strongly suggest accepting the wererats into your fold, cause they will be he least of your problem and your going to need every able body to defend this place otherwise I suggest retreating to the surface."


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He shakes his head "They've taken the House Center, our ancestral seat of power. We are but refugees until the Royal Sphere of the kings and queens is taken back..." he looks you over "Do you know what it means to be an exile, dragonscales? Our entire people, those who weren't taken by drow or horribly twisted by chaos, have been barred from our true homeland for decades. We are close. So close now...no, running away isn't an option. Now, if you refuse to help us, then I don't know what more will come from all this chit-chat and howdy-do!" he looks so cute when he's angry.


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Kriv visibly stiffens and his tail slaps the ground in agitation when Dorbo unwittenly pokes a nerve with his question before replying in a low growl.

"More then you would expect, I will help you, BUT you must accept the wererats, just because they are different does not mean they are not your kin!"


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Dorbo is not entertained with the tail slapping "True. What makes them not our kin is their engagement in urban warfare for the past 30 years! Can you smell the blood of a decades conflict, surfacer?!"

Sunni physically places herself between Kriv and Dorbo "...we all know a new solution is overdue. If you find they are willing to talk, don't hesitate...lives are lost over this every day."


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Alright then, point us to where the killing needs accomplished, and we can get to the task.


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

"Hold on now! Maybe this whole thirty years of conflict thing was just a misunderstanding! Perhaps through Lathander's power we can cure the ones that wish to be cured. Any belligerent folk will have to be dealt with of course but we should try to make peace where we can!"

Froog is obviously upset with the idea of killing gnomes, even the deep gnomes, unprovoked.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

I am talking about the new and dark presence to the Northeast, Froog. My hipocracy only goes so far, my little friend.


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"If you're serious about helping then prove it. In short, the entire northern tunnels are lost...overrun with Goldwhiskers and this new presence to the northeast. No gnome will reveal a map of our warrens, but I think your companions know the way..." Sunni says.

Jimjar nods to confirm.


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

"I'll fight, but pledge that if you see any Goldwhiskers coming from the northern tunnels bearing a white flag you will let pass to sanctuary, I don't care if you confine them or put them under guard, but I will not work with people who will kill non combatants"

in sort anyone who surrenders peacefully I will be directing out with with hankerchiefs attached to something to show they are peaceful....also I need to go buy said white things shirts, just something easy to see.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

”You’re people did right to the dwarves. Ye have me axe an’ hammer.”


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Kriv why don't you roll up some cha persuasion?

Eldeth whispers to Khaz from the back "*psst* ...what you mean?"


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

Cade listens to everything really confused. Topsy and Turvy seem nice and all but don't Wererats get all murderous every 28 days or so.

Arcana: 1d20 + 2 ⇒ (13) + 2 = 15 What do we know about Wererats.


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Cade, a wererat clan operates much like a thieves’ guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan’s control are quickly hunted down and killed. This doesn't seem to be the case with Topsy and Turvy, unless the clan was somehow responsible for their capture by the drow. Then again, this is just what you know about surface lycanthropic rodents. Perhaps mingling with some svirfneblin could give you more information on this specific clan here.


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

Froog looks concerned that his new friends have been facing such dangers alone. All the lessons he learned about not trusting strangers down here seem to have been washed away by being around Gnome culture again. "Don't worry! Well help deal with these problems of yours! After all, your town has graciously let us stay for a while. There was another problem I heard about too, something about a ghost bothering people in the residential areas?"


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Sunni turns to address Froog "Not surprising, they are all over, the ghosts of our comrades. When we returned to Blingdenstone those killed by the drow were found to linger...no one expected so many. Some innocently gaze at the Standing Stones, or play little dice games in dark burrows...but some are aggressive, angry and dangerous. We try to mark off their haunts and steer clear, but as our operations expand we will continue to come across them."


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So, where to first guys? There's wererats, mysterious darkness, ghosts, market, something else?


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

does everyone have silvered weapons or magic weapons for both case's otherwise we will need to do some shopping.


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

"Do you guys mind if Kriv and I go shopping before we tackle these problems? I need to find some special rings."


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

I have a +1 magical rapier, does that suffice in 5e, or does that not overcome resistance of lycanthrope's? If not, to the market, it is.

The market sounds fine, first. We could use some healing draughts.

I am showing no coin on my profile...do we have any not divied up, yet? I also am looking to sell a regular rapier and hand x-bow.


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Vic that works. 5e lycanthropes are otherwise totally immune (not resistant) to non-magical attacks that aren't silvered.

All, when selling, you can recover half the listed PHB price for arms and armor. You get full PHB price for gems, art, and trade goods.
Reminder for buying, things here cost double PHB price.


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

I'm back. Running on 4 hours sleep due to flight delay and work. Do lycanthropes need silver AND magic, or silver OR magic?

Edlethron inquires about any reports of sylvan elves that look like himself with the Diggermattocks.

He supports going after the lycanthropes first to gain allies against the ghosts.


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OR, not that your character would know.


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Alright, sounds like market first for prep purchases then wererats? I'll post a market scene then, feel free to retcon as necessary.

This cavern serves as Blingdenstone’s central market. All manner of fungi once grew in the moist grotto, but a miscast spell turned them to stone centuries ago. Blingdenstone’s merchants gather here in makeshift stalls amid the stone stalks to hawk their wares and barter with one another. Arriving caravans lower their cargo to warehouses carved out beneath the grotto.

Just as the party passes through the main gates, a clanging bell *ding dong*s again and again, signalling something has broken through the svirfneblin's defenses. The deep gnomes around you all draw weapons and retreat as you see a guard stumble back, then rise up in the air. A strange shimmer around him reveals the surface of the gelatinous cube that has engulfed him.


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Inits:

Froog: 1d20 + 2 ⇒ (17) + 2 = 19
Edlethron: 1d20 + 3 ⇒ (18) + 3 = 21
Khaz: 1d20 + 2 ⇒ (3) + 2 = 5
Vic: 1d20 + 3 ⇒ (12) + 3 = 15
Cade: 1d20 + 3 ⇒ (19) + 3 = 22
Gael: 1d20 + 2 ⇒ (17) + 2 = 19
Kriv: 1d20 + 2 ⇒ (4) + 2 = 6
Enemy: 1d20 - 4 ⇒ (5) - 4 = 1

Round 1:
All PCs <--UP
Cube

Map locked and loaded


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

"Noooo! You will not harm any of my new friends! Lathander! We are in need of your aid! At Froog's cries a radiant mace appears floating in the air next to the cube and strikes out. Almost simultaneously a gout of holy fire appears above the cube and tries to burn it away.

bonus action to cast spiritual weapon. Action to cast sacred flame.

spiritual weapon attack: 1d20 + 5 ⇒ (1) + 5 = 6
sw damage: 1d8 + 3 ⇒ (7) + 3 = 10

sacred flame DC13 vs dex: 1d8 ⇒ 3

EDIT: womp womp


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Froog, that 6 is actually a hit. ;)

Dex vs Froog: 1d20 - 4 ⇒ (12) - 4 = 8

A bright radiant mace appears in the center of the marketplace, crashing down hard on the intruder as it erupts in a blast of divine fire.


Male Half-elf Warlock 4 (Outlander) AC: 14; Saves: Advantage vs. Charm, Wisdom and Charisma; Init: +2; Perc: +2 (Passive 12)

I'm assuming that magic is good against lycanthropes, right?

Gael moved aside to get a better shot at the cube. Conjuring up the dark flame that served him so well before, he shot it at the giant ooze.

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eldritch blast: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d10 + 3 ⇒ (4) + 3 = 7

stats:

stats:

HP 31+7/31
AC 14
Conditions: n/a (fiendish boon for 1d4+4 temp hp?)
Melee: Dagger +4, 1d4+2, P
Ranged: Eldritch blast +5, 1d10+3, force
2/2 2nd level spell slots; 3/3 luck points


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Khaz lifts his axe, just recently bought to fight against oozes, and grimaces. ”Nearly died last time. Guess we didn’t have enough fun, eh?” And with that he took off running towards it.


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Kriv unsheaths his weapons as he runs forward, but keeping a safe distance as he lash's out with the tentacle rod.

Tentacle Rod: 1d20 + 9 ⇒ (2) + 9 = 11
Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Tentacle Rod: 1d20 + 9 ⇒ (5) + 9 = 14
Bludgeoning Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Tentacle Rod: 1d20 + 9 ⇒ (5) + 9 = 14
Bludgeoning Damage: 1d6 + 3 ⇒ (1) + 3 = 4

wasnt sure if I was ment to add my modifier to this honest but did just to be safe, if I wasn't just reduce the damage by 3, also if all 3 hit make a DC 15 con save On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Last time, did the cube do acid damage to Ed when we attacked unarmed? Can't remember

Edlethron draws and fires his gnollbow at the cube in one fluid, elven, graceful movement.
gnollbow: 1d20 + 6 ⇒ (12) + 6 = 18
if hit, damage: 1d8 + 4 ⇒ (4) + 4 = 8

Then, thinks Gloop, is that you?


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Sneak Att

Vic stands beside his cousin and fires his gnollbow as well.

LB Att: 1d20 + 6 ⇒ (12) + 6 = 18
LB Dam: 1d8 + 4 + 2d6 ⇒ (5) + 4 + (4, 3) = 16

Vic smiles a sheepish grin. While his draw is not as graceful, his precision is unmatched.


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Ed, no one in the party has ever melee'd a gelatinous cube...until Kriv just now. There wasn't any immediate acidic reaction like the oozes and puddings.


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Khaz, was that a dash or a single move?

Gael's power stream of darkness gives Khaz the cover he needs to quickly advance. The elven archers pummel the slimy mass from the rear, while the great dragonborn wields the weapon of slavery against it, ensnaring the slime with bizarre tentacles...

Con vs Kriv: 1d20 + 5 ⇒ (3) + 5 = 8

Kriv, no ability mod on the damage

Round 1:
Froog, Gael, Kriv, Ed, Vic, Khaz, Cade <--UP
Cube

28/85 hp, 6 ac


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

no dash I stayed a bit back but was in range for the rod.


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Was talking to Khaz but appreciate the detail.

Unless someone wants to bot Disney-Cade, going to move things along here...

The cube slathers forward, and Krivs body passes right through the translucent barrier, becoming engulfed in the strange material...

Engulf: 3d6 ⇒ (3, 4, 4) = 11 acid + restrained + can't breathe or DC 12 dex save for none of that, instead getting pushed 5 ft back

Depending on Khaz' movement, this might get him as well.

Passive Perception 15:

You notice the subtle silvery lines of the edges of 3 more cubes on the edges of the market, closing in on you...

Round 2:
Froog, Gael, Kriv, Ed, Vic, Khaz, Cade <--UP
Cube


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Just movement. Enough to get me close enough to attack round 2, but not dashing into it’s range just yet. Now moving in to attack

Hit: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 6 + 1d6 + 2 ⇒ (5) + 6 + (2) + 2 = 15

His new axe raised, Khaz charged into combat. It was time to test out what it could do, and he wasn’t going to risk losing his beloved hammer again to these beasts.


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Kriv, just ignore that engulf and the dmg/dex save. I moved too much there, it cant reach you...I need to stop posting when I'm so exhausted.


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Yay :D


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Dashing forward the remaining distance Kriv leads with his axe.

Hand Axe+1: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Slashing Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

not sure if I can still attack with the rod but if I can here I go.

Tentacle Rod: 1d20 + 9 ⇒ (4) + 9 = 13
Bludgeoning Damage: 1d6 ⇒ 1

Tentacle Rod: 1d20 + 9 ⇒ (9) + 9 = 18
Bludgeoning Damage: 1d6 ⇒ 3

Tentacle Rod: 1d20 + 9 ⇒ (19) + 9 = 28
Bludgeoning Damage: 1d6 ⇒ 3


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Ack. Just looked at the map. Are we facing 4 cubes?

Disappointed that it wasn't Gloop, Edlethron draws and fires his gnollbow again at the cube.
gnollbow: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, damage: 1d8 + 4 ⇒ (5) + 4 = 9


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Round 2, Sneak Att

Vic fires his gnollbow at the nearest cube engaging and engulfing his allies.

LB Att: 1d20 + 6 ⇒ (1) + 6 = 7
LB Dam: 1d8 + 4 + 2d6 ⇒ (6) + 4 + (2, 2) = 14


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Quote:
Are we facing 4 cubes?

Yes, they just sauntered out of the darkness on the cube's init. PP 15 saw them and assumedly pointed out to party.


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

"Watch out! There's more of them! Lathander burn them away!" Froog then moves bravely to shield his companions from the closest new threat.

Cast scorching ray vs orange; bonus action to move spiritual weapon to attack green.

scorching ray 1: 1d20 + 5 ⇒ (9) + 5 = 14
ray 1 damage: 2d6 ⇒ (3, 3) = 6

scorching ray 2: 1d20 + 5 ⇒ (10) + 5 = 15
ray 2 damage: 2d6 ⇒ (2, 2) = 4

scorching ray 3: 1d20 + 5 ⇒ (7) + 5 = 12
ray 3 damage: 2d6 ⇒ (1, 1) = 2

spiritual weapon attack: 1d20 + 5 ⇒ (2) + 5 = 7
Sw damage: 1d8 + 3 ⇒ (8) + 3 = 11

roll 6d6 damage and do 12... thanks dice roller. Unfortunately spiritual weapon can only move 20 ft.


Male Half-elf Warlock 4 (Outlander) AC: 14; Saves: Advantage vs. Charm, Wisdom and Charisma; Init: +2; Perc: +2 (Passive 12)

With a tinge of panic in his voice, Gael yelled, "One at a time, people!"

Another dark bolt exploded into a nearby cube, splattering gelatinous acid everywhere.
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attack whichever seems most hurt
eldritch blast: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d10 + 3 ⇒ (10) + 3 = 13
damage: 1d10 + 3 ⇒ (2) + 3 = 5

stats:

stats:
HP 31+7/31
AC 14
Conditions: n/a (fiendish boon for 1d4+4 temp hp?)
Melee: Dagger +4, 1d4+2, P
Ranged: Eldritch blast +5, 1d10+3, force
2/2 2nd level spell slots; 3/3 luck points


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Ed's arrow takes down the first cube, it melts into a formless splish of nonsense with a *splash*. Froog's fire scorches into the nearby ooze as the radiant hammer flips and bends, teleporting through some incomprehensible divine subspace to find its mark. Meanwhile the dark patron blesses Gael with an overloaded supply of aberrant plasma, draining the life force of the cube's supporting spirit.

orange 40/84
green 73/84
yellow 84/84


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Round 2:
Froog, Gael, Kriv, Ed, Vic, Khaz, Cade <--UP
Cube

Will give Cade another hour or 2


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The gelatinous cubes slide across the cavern, passing through barrels and wagons engulfing the party in their geometry...

Engulf Kriv: 3d6 ⇒ (2, 6, 5) = 13
Engulf Khaz: 3d6 ⇒ (2, 2, 2) = 6
Engulf Froog: 3d6 ⇒ (5, 2, 6) = 13
Engulf Ed: 3d6 ⇒ (3, 6, 5) = 14
Engulf Vic: 3d6 ⇒ (2, 6, 6) = 14

The above damage is accompanied by restrained and lack of breathing, unless a DC 12 dex save is made in which case everything is negated. You chose which square to be pushed into instead.

Round 3:
Froog, Gael, Kriv, Ed, Vic, Khaz, Cade <--UP
Cube


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Dex: 1d20 + 2 ⇒ (12) + 2 = 14
Adv: 1d20 + 2 ⇒ (12) + 2 = 14

Hit: 1d20 + 6 ⇒ (2) + 6 = 8
They don’t roll to Hit, so why not?
Reckless Attack!: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 6 + 1d6 + 2 ⇒ (4) + 6 + (4) + 2 = 16

Khaz dived out of the way, slashing wildly with his obsidian axe as he did so. ”Blasted acidic fookers! Try to burn me beard?! Bah!”

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