CCC-WWC-04 The Black Hand [5e Adventurers League] [Recruitment Closed] (Inactive)

Game Master Aeshuura

THE FINAL ADVENTURE IN THE TENETS OF BANE SERIES: Adventurers League adventure for Tier 1 characters.


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Male Kobold Bard 4 | Init: +3 | AC 14 | HP 27/27 | Saves: S -1 D +5 Co +1 I +2 W -1 Ch +5 | Percp +0 (10) | Insp: [Y] | Spell Slots: 4/3 (4/3) DC 13 Atk +5 | DDB

Jiro continues to flail about in the ink cloud muttering to himself, ”This is such a bad idea. This is such a bad idea.’

Dagger attack: 1d20 + 5 ⇒ (9) + 5 = 14
Dagger attack disadvantage: 1d20 + 5 ⇒ (12) + 5 = 17
Dagger damage: 1d4 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Owlbear Rodeo

Initiative - Round 3

Order
Jiro -> Tana -> Blacklock -> Zar -> Shaldinari -> Antonio -> Octopus (-39) hp) -> Jarprax

Reminder: There is a 10' radius of inky black cloud, so any attacks on the Giant Octopus are at disadvantage.

Jiro slashes out and feels his dagger bite into flesh! -6 hp to Octopus

Blacklock is certain that he landed a blow with his crossbow, not seeing it emerge the other side... Not hearing an audible yelp, he is certain that he did not hit any of his companions. -5 hp to Octopus

Zar plays out probabilities and picks his shot, sending his spear of ice out from his finger! 1d4 ⇒ 1 piercing damage and 8 cold damage to Octopus and movement speed reduced by 10 feet.

Shaldinari's blast kicks up a cloud of sand and silt behind the inky cloud, telling her that she missed her shot!

Botting Tana.

Tana stabs again! Dart w/ disadvantage: 2d20 + 5 ⇒ (16, 4) + 5 = 25 miss Then she kicks again! Unarmed w/ disadvantage: 2d20 + 5 ⇒ (18, 3) + 5 = 26 miss

Antonio says a little prayer and he thrusts forward, feeling resistance as he punctures the beast!

Antonio, Jiro, Tana, and Jarprax feel a rush of water, a current blow over them as the creature rides a jet away! (Disengaging, as it goes!) Sorry, Jarprax! ^_^

Shaldinari, Zar, and Blacklock see the cephalopod shoot out like an arrow from the inky cloud! Anyone that wants to try to attack it will have to succeed on a DC 15 Perception check, as it ends its turn 100 feet away and is barely distinguishable from the rocks jutting up from the sea floor.

Effectively, combat is over.

Wisdom (Perception) DC 12 w/ disadvantage:
You see, peeking from behind rocky outcroppings, or kelp beds, several humanoid faces! They just seem to be curiously watching you all...


Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Perception, dis: 1d20 + 7 ⇒ (10) + 7 = 17

Blacklock kept his sights on the retreating octopus, but something else caught his eyes... "*glub* ..." a huge bubble slowly lurched out his mouth as he tried to say something...it was hard to get used to "Company, faces in the rocks!"


Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Dis Adv. Perception: 1d20 + 1 ⇒ (19) + 1 = 20

Watching the big sea creature flit off into the darkness of the sea, Shaldinari feels no need to pursue it further. We probably surprised it as much as it did us. She thinks to herself. Besides, she did not harbor the same bloodlust against innocent wild creatures that obviously lurked behind Blacklock's beady eyes.

But squinting in the direction of the thief's warning look, she had to admit, if only to herself, that his beady eyes seemed to be better than hers in this underwater realm. She could see nothing but rocks, kelp and a few flitting fish.

"Faces?" She says, her voice muffled by the water. "Where? I don't see anything."


Male CG Dragonborn Cleric 5 | HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 | Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects:

Emerging from the ink cloud, Jarprax grumbles: "Ahh, damn - I was going to eat that ..."

Head swiveling quickly to see what Blacklock is talking about:

Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Perception: 1d20 + 2 ⇒ (9) + 2 = 11

"Eh? Are you sure?"
Addressing the rocks directly, Jarprax shouts: "Alright then - come on out! Perhaps you can lend us a hand - we're looking for something, but are a bit lost."


Blacklock pinched the bridge of his nose hard, closing his eyes sighing :Am I seeing double? Is this sailor's narcosis, the raptures of the deep?: Opening anew, the vision persisted...it was real, after all.

"*bulp* There, on the rocks! *gob* And there, the kelp beds! Faces watching us...hold. I think...what the hell...?" he lowers his xbow slightly "Alright come on out you little squirt-bubbles!"

dhovakin ninja'd

Grand Lodge

Owlbear Rodeo

When Blacklock calls out, the forms begin to emerge. Eight, in total, your attention is quickly drawn to their lower halves, that of large fishy tails! While they carry spears, their posture is nonthreatening, and seem more curious than frightened or alarmed.

With some hesitation, the largest male amongst them swims forward. In a voice that carries easily through the water, he says, Greetings, I am Kalinos of the merfolk tribe Orlanthis. We mean you no harm, but your presence is unexpected. Why have you ventured below the waves?


Male CG Dragonborn Cleric 5 | HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 | Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects:

Nodding politely to the merfolk, Jarprax (still unsure how to regulate his voice underwater) shouts: "Greetings to you and yours, Kalinos! We have travelled in search of an evil artifact, to retrieve and neutralize the hatred it spreads. Have you, perhaps, seen a large stone scallop shell?"

Grand Lodge

Owlbear Rodeo

Stone scallop shell, you say? He looks to his friends and back at you all, Everyone down here knows of it... for it is a tragic tale.

He looks at you all, and your exhausted faces, But you are looking in the wrong place! It is an hour swim that direction, the merfolk gestures toward the far end of the trench, If it pleases you, we could lead you and your ship there.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Satisfied that the immediate threat is gone when the octopus swims away, Zar relaxes for the moment. When Blackrock mentions they are being watched, he too struggles to see what he is talking about.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

When the merfolk emerge, he wonders how long they have been there watching. Having had a previous encounter with one, and seeing their nonthreatening posture, he doesn't seem worried.

He listens patiently while Jarprax and Blacklock talk with Kalinos. "An hour swim! That's not happening," he thinks when he hears how far off they are. He nods in agreement when Kalinos offers to lead the ship to where they need to be while trying to determine if they can be trusted.

Insight: 1d20 + 3 ⇒ (12) + 3 = 15
Insight: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

Owlbear Rodeo

While accompanying you all back to the ship, Kalinos tells you the tale of King Garnon, the merman that united the merfolk of the Western Moonsea. It was he that built a city amid the coral reef and underwater cliffs near the human settlement of Mulmaster in the time of the Spellplague.

He named the city Garnthall, and it flourished for decades with King Garnon as its cherished ruler. As the Spellplague altered the face of the surface world, so too, did it alter the lands beneath the sea. Many of the ledges above the city collapsed when the tremors struck, and amid the rubble this stone scallop shell was discovered!

It was a thing of beauty, with flowing engravings along its top half. Every child was taught this story, and the description so detailed that we could recognize it, even without seeing it with our own eyes. The people made it a gift to the king, and he was so touched, that he put it on display in the common room of his palace to represent the people... HIS people.

As years passed, King Garnon's disposition soured, and he began to treat his people with malice and contempt. The barest of slights were met with death, or worse, slow, agonizing torture. The tales say that he obsessed over the shell and eventually moved it to his private chambers so he could be near it, always.

We are a peaceful people, Kalinos says solemnly, While others may have devolved into war, many of our people left the city, forming new tribes and settling elsewhere in the Moonsea. Only his most loyal and fanatical subjects stayed behind.

What remains of King Garnon and his subjects is largely unknown. No one goes there. No one dares. Ah, we are at your ship!

He and his hunting party remain in the water but he tells you all, We will be here. Speak with your captain. If you trust us, we will take you to edge of Garnthall and no further. If you require rest, let us know and we will wait for you. We can return later, if you wish.

--

You all get back on deck. The climb is hard on you all, and the exhaustion shows. Captain Lesko, not wasting any small talk, Have ye found it? What ye've been searching for?

Grand Lodge

Owlbear Rodeo

Zar:
They seem earnest. From what you have read in your past studies, the merfolk are a largely peaceful people. They also seem to garner you with a bit of respect. It seems that even a group their size could not chase off one giant octopus, let alone two, without losing someone...


Something about the fishy legs rubbed the cur the wrong way, and Blacklock had to fight back vomit...horrified of the effects of purging undersea. He let the others handle diplomacy as he floated in a neutral position clutching his midsection, one that set his stomach horizontal...that fried cod just wasn't sitting right.

------

Back aboard he was quick to grumble "Follow that man-fish." seeking a hard crust to nibble in the meanwhile.

Grand Lodge

Owlbear Rodeo

Will give a little more time for the others to chime in. Have a nice and restful weekend, all!


Male Human Speed 25 feet

Feeling the rush of water from the departing creature Antonio stand ready for another attack inside the black inky muck. But when he hears voices he makes his way out of the black only to be face to face with war party of Merfolk.

Then he notices that Jarpax is have a civilized talk with them and realizes that the Merfolk are peaceful.
"So is the eight armed beasts the most fear predetor in the area? Or are there other dangers around?"
Accepting their offer as guides Antonio makes his way back to the ship for a rest.

On board the ship, Antonio asks if there is a healer on the ship. As he nurses his wounds.
"I knew that creature liked me, since it really was having a 'crush' on me."

If there is no crew to heal him, he will drink a potion to get back some hit points. Not sure if you can drink them underwater anyway.


Male CG Dragonborn Cleric 5 | HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 | Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects:

Just gonna make sure they are on the level, before saying the following:
Insight: 1d20 + 4 ⇒ (11) + 4 = 15
Insight (disadv): 1d20 + 4 ⇒ (14) + 4 = 18

"Many thanks to you, Kalinos! It is our belief that an evil artifact contained within the shell sculpture is warping the minds of Garnon and his followers - we've seen similar cases twice before, on the surface and below the ground, and both times were able to remove the cursed object. Would you or some of the other tribes be willing to help us?"

Persuasion: 1d20 - 1 ⇒ (15) - 1 = 14
Persuasion (disadv): 1d20 - 1 ⇒ (13) - 1 = 12

btw, gang, I just remembered that Jarprax has 2 levels of exhaustion - if we can take a rest to get rid of even one of those, it would be great.


Id be down, but it will be a long time unless we have divine casting of some sort. 1 long rest per level of exhaustion, so 2 days there. If there's no consequences why not?


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Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

It must be something to do with the underwater environment. The odd quiet and peace of this cold, dim realm. So different from the surface or even being underground. Whatever it was, it made Shaldinari unusually quiet during the journey back to the ship. Simply content to listen to the merman's story and let Jarprax do the talking.

Climbing back onto the ship she notices several stares from admiring sailors as the sun glitters off of her wet, scantly clad body. Smiling coyly she throws back her long hair in a great wave as she finishes the climb up the rope ladder. She could practically feel the multitude of hearts racing on the ship, and decides to soak the moment for all its worth.

With all of the grace and poise of an elf, she steps over the railing, to masterfully finish her return onboard. Only she forgots about her big floppy, flipper, shoes. The long 'webs' catch the rail and instead of a glorious graceful arrival there's a loud Thwack as her face slams into the deck. Nose bleeding, but fortunately not broken, she gets onto her hands and knees only to suddenly have her stomach revolt as all of the water in her lungs and guts comes flooding back out. The seemingly massive pool of foul water covering a large area of the deck and her front. A single fingerling flops around, which she promptly flicks back overboard wondering How did that get there?!

"Can we go back to the bloody kobold cave." She mutters, her voice a bit nasally before she staggers down to her hammock, the laughter and 'eeewwws' of the sailors still echoing in her ears.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar relaxes a bit as it seems the merfolk are willing to help. He listens to Kalinos as he tells the tale of King Garnon, nodding in agreement to Jarprax's statement.

Climbing aboard the ship, Zar collapses on the deck, worn out from all the physical activity. He reaches around his side, rubbing his back. "All that swimming is tiring. I'm sore in places I didn't know I had muscles. A night's rest might do us all some good," he says, still laying prone on the deck. "I'm not sure I'll ever get used to all this physical activity," he thinks to himself, not noticing what happened to Shaldinari.

Grand Lodge

Owlbear Rodeo

Kalinos laughs and replies to Antonio, No, they are dangerous and intelligent. That one that lived will not come near you again, I'd wager. She'll remember you for a long time. The ones that you want to watch for are the sharks! Nasty creatures, teeth like daggers!

See the Spoiler tag for Zar above.

Kalinos' demeanor darkens at Jarprax' request for aid, None of our folk will dare enter the city. I am afraid that you are out of luck. At most, we can take you to the border of the city. I apologize, but that is as much as we can offer.

--

As you all spill aboard, finding that the hours that you spent underwater was more work than it seemed, your muscles scream for relief. The captain looks at Blacklock, then at Shaldinari's mess, Cabin boy! Swab this up!

Captain Lesiko turns back to the Zhent thief and speaks, Can they be trusted? Ain't ever encountered one o' them 'afore.

Halara, the ship's wizard, crouches down to help Shaldinari up, The merfolk are a peaceful kind, I don't expect much trouble.

Then turning her attention back to Shaldinari, Come now, youngling, let us get you cleaned up. Captain, I will return shortly.

The captain bristles at Zar's remark, Time is money folks. I'll give ye a night, but I can't be floatin' listless waiting for y'all to search fer whatever it is ye're hunting!

You can take a long rest. If you want to take longer than that, it will take some convincing.


Male Human Speed 25 feet

Talking to the ship's wizard.
"The water was colder than we thought and the pressure was much more and took a toll on many of us. Do you have magics to help counter act the effects?"


At Lesiko's words Blacklock smirked and offered "Heh, can anyone be trusted? All I can say is this: they had us encircled in ambush when we were knee deep in ink and tentacles. They could have sprung, but didn't...now whether that's to lead us to greater evil machinations or merely an image of their earnest care for their fallen city, who knows. I'd be bettin', if they're going to make their move...it'll be after we have the disc in hand." he nodded at his own reasoning, pacing around the Shal-vomit barefooted dextrously "We'll be countin' on you for backup if it comes to that."

Blacklock had tasted betrayal enough to never count on anyone, but wanted to gauge the captains response for hesitation or reliability...

Insight: 1d20 + 3 ⇒ (6) + 3 = 9


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Male Human Speed 25 feet
Tana from the Discussion page wrote:

Tana is happy to be back aboard the ship. She first listens to both Antonio.

She nods in agreement as Antonio mentions the cold and the water pressure.

Yes, Captain, Antonio is correct. We need something to counter the effects of the cold and the pressure.

Then as Blacklock speaks Tana's ears perk up. His theory is intriguing! And as Blacklock says "We'll be countin' on you for backup", she too focuses on the Captain's response to Blacklock.

Insight: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

Owlbear Rodeo

Captain Lesiko shakes his head, We are a merchant vessel, not a deep sea recovery vessel. Halara's water breathing magicks are a kind of, just-in-case. I am afraid, you will have to power through, unless you have magicks that may help you. What about the storm priest?

The captain gestures toward Jarprax with a shrug.

Tana can clearly see that the captain is impatient, but it seems moreso because this is taking longer than he expected than any desire to take what you are looking for. In fact, you haven't revealed what it is you are searching for and he doesn't seem to care overly much. He seems to care more for his ship and crew. Assuming that she will share this with her party, when you are all alone.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

"Believe me, we want to get this over with as quickly as you do. No offense, but I'd rather not spend so much time on the boat. I prefer it when the surface I'm standing on doesn't move underneath me," Zar responds to the captain.

He slowly gets up and gathers the equipment he had left on board and finds a bunk to rest in. He gets a bite to eat and is about to study his spell book when he remembers Halara and finds the elf.

"Thank you again for your helpful spell today. We wouldn't have been able to accomplish what we did without it. How long do the effects last? I can't say that I'm familiar with how the spell works but I imagine it is one you use often being on a ship.

One of the reasons I started adventuring was to have an ability to collect more spells. Perhaps you would be willing teach me one that I don't know. I would be willing to do the same for you," he says tapping his spell book. "Or perhaps you find other things more valuable," he adds tapping his coin pouch. He smiles awkwardly, trying his best not to get too excited about learning new spells, as he waits for a response.

Chr: 1d20 - 1 ⇒ (11) - 1 = 10

Grand Lodge

Owlbear Rodeo

She nods, acknowledging your thanks, It will last a full day. I can cast it upon you again tomorrow.

In response to broaching the subject of learning spells, the inscrutable elf says, Perhaps. We shall see what the future brings... Perhaps if you find something in the deep below...

Grand Lodge

Owlbear Rodeo

If no one want to try to persuade the captain for a second day, I will proceed.

Halara helps Shaldinari to her cabin and says with mock sternness, Can't let them see an elf in such an undignified manner. You'll be alright, youngling. We will see you when you are cleaned up.

--

The day goes by fairly quickly, with the ship following the merfolk and you all getting some rest after the harrowing dive from earlier in the day. Soon, the morning comes and you all feel better! Recover 1 level of exhaustion!

Halara is waiting at the rails of the deck for you all to prepare your next expedition, Ready to go? I believe that the merfolk will take you as far as they dare. Make sure you mark your direction. If you have to make your return after dark, you'll not be able to make out the ship. Make for the anchor chain and you will be able to climb it back up to the surface.

She looks overboard and signals to a merfolk awaiting you all, May the gods be with you.


Male CG Dragonborn Cleric 5 | HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 | Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects:

Sorry, I wasn't sure what other people wanted to do - is Jarprax the only one with 2 levels of exhaustion?! Anyway, feel free to voice your dissent, but Jarprax will be trying this :)

Crashing into bed, Jarprax sleeps long and hard. When people try to rouse him the next morning, he is uncharacteristically harsh: "Piss off - I'm tired!"

Eventually, annoyed into rolling out of bed, Jarprax staggers his way to the captain and growls: "Look, what's it going to take to keep you here another day? 20 gold? 50? It's yours, just let me sleep."

Persuasion: 1d20 - 1 ⇒ (7) - 1 = 6

Jarprax will eventually cave to pressure from his companions, but he'll be grumpy about it :)

Also, unfortunately, Jarprax doesn't have access to anything that might protect us from the cold - 5e doesn't appear to have included something like Endure Elements.

Grand Lodge

Owlbear Rodeo

If I remember correctly, two people had two levels of exhaustion. I think it was Antonio, but I cannot remember if he raised his Con to +2 in his rework. His character subtitle does not have the change under his saves.

No endure elements but lesser restoration will help you feel better, you would just need to change your prepared spells and give up a lvl 2 spell slot. ;)

The captain looks at Jarprax after his little outburst and says, Ye're not just payin' fer me, but fer me boyos too. What say the rest o' ye?


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Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Nodding her exhausted thanks to Halara, Shaldinari sleeps the night away and awakens with the others in the morning.

"Gods!" She cries out as she first tries to move. Muscles she didn't even know existed before now announced their said existence with a level of soreness and pain she hadn't encountered since riding in the dinosaur races of Port Nyanzaru. But that was only her backside. This, this was seemingly every part of her body, and that didn't even take into account her swollen nose from the fiasco on the deck.

Now not only would she have to breath underwater, but it would be with swollen nasal passages as well.

With a heavy sigh she forces herself out of the hammock and up on deck where she could at least do a little stretching to try and limber her tight, tense body.

The from Jarprax rattles the rigging near her and she suppresses a wry grin. Sounds like I wasn't the only one to wake up feeling the effects of yesterday's excursion.

When the thunder priest climbs on deck to confront the captain, she watches quietly seeing who would win the battle of wills. The exhaustion of the dragonkin or the innate greed of the merchant captain. Having known many a merchant and even a few captains, her odds were with the captain.

Besides, she certainly didn't have the coin available to hire a full ships crew for an hour better yet a full day.

Grand Lodge

Owlbear Rodeo

I want to award Shaldinari inspiration, but at my tables we vote when someone is nominated. Chime in if you agree!


Male Human Speed 25 feet

Yes give her inspiration
I only had 1 level of exhaustion due to the rework.

Getting out of the bunk Antonio limbers up remembering some of those forced marches he had to do when he was in the army. As he makes his way to the upper deck, he hears Jarprax bellowing about wanting to stay one more day for rest. So he walks up to the captain tries to sooth things over.

"Captain my friend we are going in to very hostile waters. And it would be best if everyone was in top form. I am sure that just one more day would not hurt, would it?

Persuasion: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Owlbear Rodeo

Okay, fix your subtitle then. Your Con save should be +2. ^_^

The captain grumbles a bit, but notices Antonio's holy symbol, Fine! But what ye find below had better be worth it!

I picture the captain as Captain Barbossa from Pirates of the Caribbean...

--

You spend a couple of days resting, those that were up for it are taken by the merfolk down to do a little scouting, but no more than an hour at a time, and when fatigue starts to set in, you return to the surface.

Those that go on the scouting mission get a tour of the waters, its denizens, and actually get a neat look at predators when they aren't hunting. Sharks, those octopods, and a few other strange critters that reinforce that this is truly another world... Who is going down for scouting?


Blacklock volunteers to sea what he shall sea...

Yes on the inspiration, Shal rocks


Male CG Dragonborn Cleric 5 | HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 | Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects:

Yes to inspiration!

And thanks for indulging me, gang. I was dreading those CON saves at disadvantage.

The captain convinced, Jarprax spins away, hesitates, and places a (surprisingly gentle) hand on Antonio's shoulder: "Thanks, friend." before shambling back below deck to collapse again in bed.

*****

That evening, bored with having spent the day in bed, Jarprax returns to the deck to enjoy the night air, and some company. If the merfolk are around, he will chat with them about inconsequential daily activities, hoping to learn a bit about their species and culture. He'll seek out his companions, somewhat meekly, and to think about the coming undersea adventure.

We probably don't know enough to plan an adequate strategy, but if anyone has any ideas (even for what spells might be most useful), this might be the best chance to discuss them.

@Aeshuura: BTW, I noticed that we all have something slightly different in our subtitles - I'm just using the information I've used in previous Paizo games (though those were in PF). Is there information that you would prefer to have there, so you don't have to go digging for it in our character descriptions?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Agree on inspiration also.

Zar seems relieved Halara is not offended by his suggestion and is optimistic that a deal can be reached in the future. "Certainly. Hopefully we will find something that interests you," he says with a smile. "So you're saying there's a chance." he thinks. "Well then, I'm off to study before bed."

The next morning, Zar is woken by the screams of pain from the others trying to get up. Delaying his own pain for as long as possible, he lays in his bunk longer than usual. Gritting his teeth in anticipation, he grunts as he slowly gets up. He stretches a bit before attempting to walk up the stairs to the deck.

He approaches the captain and Halara, dreading the the thought of going back into the water being this sore. When Jarprax confronts the captain, he waits for a response, hoping for a reprieve and is relieved that they get one. As he is just sore and not tired, he spends the rest of the morning walking around and stretching.

When the merfolk offer to take some of them scouting, he thinks about what Halara said and agrees to go, hoping he might spot something that will entice her. "Don't think she'd be too impressed if I brought her a fish," he thinks to himself, disappointed that the scouting mission didn't bring them close enough to anything that would interest the elf wizard.

Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Owlbear Rodeo

Okay, that is majority, Shal, you have inspiration!

@Jarprax, whatever you think is pertinent for me to know. I usually just look up what is not there, so please make sure that they are updated. I only knew about Antonio's because I had had a conversation about his Con previously. Having Saves up there certainly helps though!

Shal, Jiro, and Tana, you going scouting? I just want to know how much it will give you all in terms of knowledge of the area.


Male Human Speed 25 feet

Antonio accepts the mefolk's offer to show us around.

"So when the predators are hunting, what are the best ways to avoid or get around them? Such as if a shark was hunting by a sea cave that you needed to get into. How do you get into the cave with out the shark coming after you?"
Antonio asks the merfolk as they were watching a shark swim past.

updated


Female LN Human Monk 4 | HP: 24/24 | AC: 16| Init: +3 | Pass Perc: 14 | HD (1d8): 3/3 | Speed 40 | Active effects:

Tana will go scouting!

Grand Lodge

Owlbear Rodeo

The merfolk smile, Either feed them or wait it out. Predators rarely take well to being told what to do... And they aren't something you can persuade without force. Your best bet is to approach calmly and when it is not feeding time, which is generally in the evenings. Some creatures, like the octopodi that you ran into earlier are opportunistic hunters, so they can be avoided by staying away from rocks and the sea floor, for they have the ability to blend in...

This goes on for a while until you all get that ache in your bones, as the chill begins to penetrate you to your core.

Those that go on the scouting mission, can have advantage on Nature checks made for this area.


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Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Thanks all! :)

Shaldinari's eyebrow arches in surprise as Antonio deftly takes the captain aside and persuades him to give her group another day of rest. For free! It was a remarkable turn of events. Perhaps too remarkable? She wonders to herself. Her eyes narrow and with a quick blink her vision shifts. Suddenly auras envelope those people and items on the ship with magical qualities.

As she concentrates a variety of soft colors glow gently around Halara, Zar, Blacklock's cloak, the usual things she had seen among her party and the crew all along. Her gaze shifts to Antonio. Nothing unusual there either. No new charms or hidden items of thought control or manipulation. Thank goodness." She breathes a quick sigh of relief. But someone who could turn a person's mind like that just with words, deserved...observation.

Blinking again, her vision returns to 'normal' and her thoughts are distracted by the announcement of another trip under the sea for a scouting excursion.

"Must get back on the horse and all that." She says to Halara's inquiring look when she steps volunteering for another go around of the water breathing magic. "Besides, I'll just hurt worse if I lay about all day. Better to keep the muscles working."

This time the shock of the spell and the chill water aren't so surprising. With the expert guidance and advice of the merfolk, she actually finds herself enjoying the exploration of the underwater realm.

She's thrilled by the sudden swirling arrival of a school of several hundred small silvery fish and watches, fascinated by the almost hypnotic motion as the entire school moves as one big group. Near the seafloor, she tries to memorize the amazing view of the tall kelp 'forests'. Their deep green undulating stalks drifting with the currents as numerous fish and other creatures flit between and around the lengthy plants. The graceful beauty of large ray flying along the sandy ocean floor. She does her best to take it all in.

The time flies past and she is surprised when their guides give the signal to return to the surface. It isn't until she climbs back aboard and begins to dry herself that she feels the cold in her bones and the hunger in her stomach which is severe enough to make even the ships meal of hard biscuits and some sort of stew look appetizing.


Blacklock was an interested mer-student, once he got over his initial displeasure of the fishfolk's odd lower halves (it just wasn't right). He was curious in particular during the octopus dissection how to extract an intact ink sac for use in personal underwater defense...

Int: 1d20 ⇒ 20 ofc
Int, adv: 1d20 ⇒ 18

...the student quickly because the master and with a few deft cuts, the anatomy was free and tied closed: a small heavy pouch. Which the merfolk keep or maybe I could? Just a thought...just a 1 round line of sight blocker like a smokestick or something. Action to use so Fast Hands-able maybe.

Grand Lodge

Owlbear Rodeo

I think that these trips would have been more like tours, and a little less hands on, but if you ran into one again, I could see you being able to harvest it adeptly...

I will try to post the next portion by the end of today, but feel free to RP in the meanwhile!

Grand Lodge

Owlbear Rodeo

The ruined merfolk city of Garnthall rests at the base of an underwater cliff one hundred feet below the surface of the Moonsea. A forest of kelp leads to the cliff, which rises eighty feet to a coral reef. A stone palace, partially built into the side of the cliff, inhabits the rocky face. It rests atop a sizeable ledge twenty feet off the sea floor. Dozens of small cave entrances dot the cliff on both sides of the structure.

In spite of its architectural beauty, the area conveys a darkness. Large patches of barnacles cover the palace walls, creating a scab-like exterior, the kelp forest appears muted in color, and no fish swim in the surrounding water.

Kalinos and his hunting party bid you good luck, then turn to leave.

How would you like to approach the palace? It seems that the front entrance is through the caves dotting the cliff, though it is easy to think there may be a back door...


"*glub* I have a hunch about those spires...let me check something." he scissor kicks upward over your heads.

Instead of coming in from the bottom couldn't we just swim up into it? Blacklock will scout that possibility. I mean like an underwater castle, you could just swim over the walls.

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Male Human Speed 25 feet

Talking to the merfolk"Why did your king and others turn violent when you are a peaceful race? Did something happen?"

Making is way to the palace when Blacklock comes up with a plan.
"Let me go with you Blacklock. There are too many dangers in the sea for you to go alone."
Stealth: 1d20 - 1 ⇒ (8) - 1 = 7
Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Used to being in heavy armor clanking away, Antonio forgets that he can move quietly when not wearing it. So he keeps pointing out things he sees.
"Look at the colors of those fish....I have never see a rock that looks like a tree before, it has little fish like birds nesting on it.
Your plan sounds good to me


Male CG Dragonborn Cleric 5 | HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 | Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects:
Blacklock wrote:
Instead of coming in from the bottom couldn't we just swim up into it? Blacklock will scout that possibility. I mean like an underwater castle, you could just swim over the walls.

Sounds like maybe it's built into the cliff (maybe on a corner? I'm having a bit of trouble envisioning it), so maybe there are other entrances on top or off to the sides?

Feeling much better after his long rest, but still uncomfortable underwater, Jarprax waits for Blacklock and Antonio to come back from scouting.


Also for me, scouting means 90 feet from party, no more. This is from 2e when the scouting abilities (usually racial surprise bonuses) kicked in. Not coincidentally this is the distance in 5e a human rogue can double dash (not sure about swim though, granted). So I'm not running off on my own, persay...just scoping it out a little ahead. :)


Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Content to let Blacklock and Antonio scout out the palace of the merking, Shaldinari watches some of the other cave openings for any signs of activity or potential danger.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Owlbear Rodeo

The central castle is not a castle in the conventional sense. It seems that it does not open up anywhere on the top of the area. As things can easily swim in through the higher altitudes, you all could see how that could pose a potential security threat.

However, from a higher vantage, Blacklock catches a glimpse of a cave beyond the swaying kelp of the forest. Looking at the proximity and placement, the rogue thinks it may be a back entrance, though it would require a closer look to be certain.

Antonio gets a slightly better view, and thinks that he can make out worked stone, rather than it being a natural cave in the kelp bed...

There does not seem to be any welcome party, however...

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