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![]() Yep. No XP for losing. That's not a punishment. Just a bit of structuring incentives. But you guys will be hitting level 3 right soon! You are rowed along for a while until you hear sounds coming from another boat. You see one approaching of approximately the same size with more kuo-toa on it. A prominent fish man wearing bone necklaces calls out to his rowers. "Attack!" Gargly claorings in Undercommon surround you as combatants leap off each boat and begin spearing each other in the water while the prominent kuo-toa hurls flames at his opponents. Two kuo-toa remain on your boat, steering it. In a hushed and confused whisper, Shuushar intones "That is the arhpriest of the Sea Mother! I know not what is happening!" You are all conscious at 1 hp (more for those who surrendered). Care to do anything? ![]()
![]() Shuushar looks surprised. In a whisper, he explains to those close to him. "Odd. Bloppblippodd is the daughter of Ploopploopeen who has been arch-priest of the Sea Mother my entire life. I wonder why has she turned from the worship of the Deep Mother in this way? And where did this vision come from? No doubt dangerous and strange illusions my people are suffering under..." ![]()
![]() Cyrus manages to hold onto the two struggling swimmers long enough for Eddrikk to throw them a rope. Everyone gets pulled back up onto the raft with great difficulty due to the low ceiling. You float on a ways farther in extremely cramped quarters. Shuushar flares his gills and turns his head back and forth constantly. "I fear the waters might be too high when we come to a narrow passage up ahead." You reach said passage and the water looks barely low enough for you to get through. You near the opening. DC 14 pp: You hear gurgling noises that sound like water at first but then they resolve into voices. They are speaking Undercommon on the other side of the opening, conversing of mundane matters of fishing. ![]()
![]() Galenus:
Your quipper sees rocks, crags, strange passages, and occasionally a dark shape move casually on the edge of his vision. Shuushar nods and responds. "The minerals are attractive but I don't believe they are more than the natural beauty this land can hold. The glow is called faerzness. It suffuses areas and none know why." Galinndan: You're pretty sure the minerals are non-magical. ![]()
![]() Yes as Kanzen says inspiration grants advantage but isn't called out as doing so differently from other advantage sources so it cancels the disadvantage. So with or without inspiration, Kanzen's hour 1 roll would total 7. Eddrikk's hour 1 is 9. I will allow you to use mending to add 1 to one person's roll each hour. You all pitch in together but find the collaborative raft-making process quite difficult. In a hushed whisper, Shuushr irges you on "If we complete this, we can float away from our pursuers. If not, they may overtake us!" ![]()
![]() "This way, now! We are getting close to the Darklake! From there we can swim comfortably..." The fish man pauses and looks around at the lot of you "Err... maybe we can build a raft of some kind to travel the rest of the way to my people. Perhaps a wise idea in any case. Swimming in the Darklake poses its risks." ![]()
![]() Any consensus on whether to head left or right? It sounds like right but I'd like to hear another opinion or two before moving us. Galinndan finally manages to free himself from his hated manacles. Others try to do the same, all but the orc accepting aid. NPC attempts:
Ront: 1d20 + 2 ⇒ (16) + 2 = 18 Jimjar: 1d20 + 2 ⇒ (11) + 2 = 13 Jimjar adv: 1d20 + 2 ⇒ (2) + 2 = 4 Buppido: 1d20 + 2 ⇒ (11) + 2 = 13 Buppido adv: 1d20 + 2 ⇒ (16) + 2 = 18 Turvy: 1d20 + 2 ⇒ (5) + 2 = 7 Turvy adv: 1d20 + 2 ⇒ (7) + 2 = 9 Eldeth: 1d20 + 2 ⇒ (17) + 2 = 19 Eldeth adv: 1d20 + 2 ⇒ (14) + 2 = 16 Stool: 1d20 + 1 ⇒ (9) + 1 = 10 Stool adv: 1d20 + 1 ⇒ (9) + 1 = 10 Shuushar: 1d20 + 2 ⇒ (11) + 2 = 13 Shuushar adv: 1d20 + 2 ⇒ (18) + 2 = 20 With a serene look on his face, the kuo-toa slowly breaks off his manacles with Kanzen's help. Technically, Kanzen, your one level of exhaustion would cancel out the advantage but it didn't matter today. PCs free: Tiberius, Galenus, Galinndan. NPCs free: Topsy, Shuushar. ![]()
![]() Good point. Rangers can double the amount found. Let's track it in party loot. Anyone want easy inspiration? Assuming your conversing in Common. Shuushar heads to a nice corner and lays his weary bones down to rest. ????: 1d20 ⇒ 4 You manage to snag a night's sleep without incident and decide to continue on your way with Shuushar leading. Marching order? Travel pace? Those with exhaustion may reduce it one level. You come to a split tunnel. You hear water gurgling from the left fork, which leads down. The right fork leads on without ascending or descending. Shuushar turns to you. "We can go left or right here. Right leads more directly to my town. Left takes 1 day longer and requires crossing a small stream." ![]()
![]() The way of the sword always turns upon those who walk it... I wandered the Underdark, searching for enlightenment. The Drow found me and took me as a slave.... You continue along in some silence. GM Screen:
???: 1d20 + 4 ⇒ (17) + 4 = 21 ???: 1d20 + 4 ⇒ (5) + 4 = 9 ???: 1d20 + 4 ⇒ (13) + 4 = 17 ???: 1d20 + 4 ⇒ (18) + 4 = 22 DC 11 passive perception and Darkvision: Until you hear some shuffling behind you. You see two Drow warriors about 50 feet behind you! ![]()
![]() Looks like we're heading out. I'll assume normal pace unless you guys tell me otherwise. You can forage as you go. Shuushar nods at the suggestions and heads out. ?: 1d20 ⇒ 11 You move through strange caverns, some lit with glowing fungi, others completely dark. The dripping of water and occasional whistling of an air current are the only things breaking the silence. How came you to be here? Shuushar inquires of those walking near him. Any particular marching order? ![]()
![]() I think another NPC card could help move us forward. The kuo-toa begins looking around him and picking certain fungi off the walls. He does something with them for a few minutes then applies them to the unconscious party members. Galenus regains 1 hp. Galinndan regains 2. Shuushar turns to Cyrus. I have seen how you act. You understand that fighting is not the only way. You avoid a fight when you can. I've seen you help your friends instead of striking down your foes when you must intervene. Cyrus gets Shuushar's NPC card! Shuushar NPC card: Shuushar: 1/minute: Having wandered alone through the Underdark, Shuushar has become adept at navigating its twists and turns. Make a survival check to navigate or forage with advantage. 3/day: Shuushar’s knowledge of the medicinal fungi of the Underdark allow him to aid those around him. Over the course of 10 minutes, Shuushar creates a poultice of fungi and applies it to the wounds of a creature, healing them for 1/5 of their max hp (rounded down). Inspiration: A speaker of peace, Shuushar can persuade even the most obstinate to listen to him, at least temporarily. A single creature that can understand Shuushar (only speaks Undercommon) will not move or take hostile actions for 1 round as long as no hostile actions are taken toward that creature. ![]()
![]() The kuo-toa nods at Tiberius' complaints. Undercommon:
I can't absolutely guarantee we wouldn't be bothered. Sometimes my people get bizarre ideas in their heads but generally it's nothing too harmful. Hearing Tiberius' complains, Shuushar holds him back and thinks to the others. Do be careful! There are some dangerous beasts to our left. Tiberius, you may roll insight in this conversation with Shuushar, if you wish. I'm getting the sense that I pushed us into this encounter a little quicker than we were ready for but there will be plenty of time to talk and plan right after this. ![]()
![]() Before the fight: Shuushar tried to free Irdril at her request Strength check: 1d20 + 1 ⇒ (9) + 1 = 10 but the Kuo-Toa can't get a good enough grasp on Irdril's chains. Some of the other prisoners also attempt to free themselves. Ront strength: 1d20 + 3 ⇒ (3) + 3 = 6 Jimjar dex: 1d20 + 2 ⇒ (10) + 2 = 12 Topsy dex: 1d20 + 2 ⇒ (18) + 2 = 20 Turvy dex: 1d20 + 2 ⇒ (8) + 2 = 10 Derendil Strength: 1d20 + 3 ⇒ (7) + 3 = 10 Buppido Dex: 1d20 + 2 ⇒ (8) + 2 = 10 Topsy manages to nimbly slip her bonds while none of the others were able to. ![]()
![]() Cyrus, do you care to share with anyone else? Those who have a hit die remaining (didn't spend in previous short rest) can do so from this short rest as you walk along calmly and carefully. Also, those who are still manacled may make or have friends make attack rolls against their manacles. Are you using spore-telepathy with him? If so then it bypasses language. Shuushar stares ahead with tranquility and responds to Galinndan. Undercommon:
My people are known for madness. It is only through long weeks of contemplation and tranquility that I have overcome this flaw of the Kuo-Toa. I will teach my people to do the same. ?: 1d6 ⇒ 4 ![]()
![]() Darkvision:
The strange ooze in the middle of the pool shudders its way towards the group but stops once its slimed its way a little bit out of the pool. You all hear again Flesh for the Faceless Lord! The kua-toa leans on his knees, breathing hard. He looks around. Ah! Excellent! We can go to the Darklake this way, though it will take quite a while. We can share my teachings with my people. Above you, you hear an other-worldly shriek. Those with 120 feet of darkvision:
The four strange creatures seem to have just finished off the other two and are flying away through the south tunnel. The Drow are attempting to restore order in the outpost. Do you follow Shuushar? Without a source of illumination, you will begin traveling at a slow pace unless you leave behind those without darkvision. The options are slow, normal, and fast pace, each having their advantages and disadvantages. |