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Xihirli
2022-11-06, 11:08 AM
Night Below: An Underdark Adventure
A Fifth Edition Conversion


The following is a description right from the campaign I'm adapting, with minor changes to better suit the system.

Night Below is an epic dungeon-based campaign, designed to take player characters from 1st 2nd level to
10th level and beyond. The adventure begins in Haranshire: a detailed, but not over-large, aboveground milieu of villages, hills, forests, and other sites. Night Below has been expressly written so that a DM can integrate it into any ongoing AD&D campaign, whether Toril,...<redacted> What begins as an investigation of disappearances that seems only to involve the PCs apprehending bandits, thieves, and kidnappers turns into something infinitely more sinister, leading the PCs into the deepest depths of the underdark, far from the relatively well-mapped territory of the Drow. The adventure climaxes in a great battle against formidable and implacable foes: the aboleth, and their many slaves, servitors, and allies.


1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D 5th Edition
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Central Toril!Faerun, starting on the roads in Harenshire, a minor fiefdom largely composed of backwater towns which is aboveground, by the way. You're all monsters!
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
3-4.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
Right here on Giant in the Playground PbP.
5. What is the characters' starting status (i.e. experience level)?
Level 2.
6. How much gold or other starting funds will the characters begin with?
Starting wealth, as laid out in the Player's Handbook.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
PHB, Volo's, and XGtE are all good; homebrew, anything from Tasha's, and UA are case-by-case. Setting-specific stuff like Ravnica and Eberron is also case-by-case.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
As above, though don't combine tiefling variants together.
9. By what method should Players generate their attributes/ability scores and Hit Points?
28 point buy.
10. Does your game use alignment? What are your restrictions, if so?
Do fill in your alignment, please. Play well together.
11. Do you allow multi-classing, or have any particular rules in regards to it?
We will be using Monstrous Gestalt, no multiclassing.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Roll in-thread.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
We will be using Monstrous Gestalt, with me creating your monster statblock upon request.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes, where did you come from? Why are you here? What led you to a life of danger? Are you partially or all monster? What questions have I not thought of just now?
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
There's a decent amount of alliance making and breaking required to triumph here, with a combination of hacking and talking your problems away.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Nothing I'd need to add to 7.



Player
Character
Base Race
Gestalt
Class


JNAP
Celia (https://www.myth-weavers.com/sheet.html#id=2715551)
Tabaxi
Quickling (https://forums.giantitp.com/showsinglepost.php?p=25622231&postcount=18)
Artificer


BobtheWizard
Xorgid (https://www.myth-weavers.com/sheet.html#id=2715640)
(Goblin)
Berbalang (https://forums.giantitp.com/showsinglepost.php?p=25625628&postcount=64)
Wizard


Dr. GunsforHands
Sundew (https://www.myth-weavers.com/sheet.html#id=2715743)
(V. Human)
Mimic (https://forums.giantitp.com/showsinglepost.php?p=25627148&postcount=93)
Ranger





In addition to your normal race and class abilities, you gain the following abilities whenever you reach a new tier.


Quickling


Level
Proficiency Bonus
Features
Speed Increase
Adaptations


1st
+2
Quickling Traits, Adaptations, Speed Increase, Size Decrease
+15 ft
1


5th
+3
Untouchable
+30 ft
2


11th
+4
Envoy Unseelie
+45 ft
3


17th
+6
Dagger! Dagger! Dagger!
+60 ft
4



Quickling Traits
As a Quickling, you have the following racial traits in addition to those of your normal race.

You gain +2 to your Dexterity score.
You have Darkvision out to 60', or add 30' to your preexisting Darkvision.
You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Adaptations
Also as a Quickling, you have a series of adaptations, as best befitting your environment and upbringing. Select one at level one from the list below, gaining another one at each tier. Each time you level up, you may replace one adaptation with another.

Speed Increase
Also as a Quickling, you move rapidly in the blink of an eye. At each tier, your walking speed increases by 15 ft.

Size Decrease
At level one, if you are smaller than Tiny, your size becomes Tiny.

Untouchable
At level 5, you gain the following 2 traits.
Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Envoy Unseelie
Quicklings, the messengers of the unseelie court, are given certain privileges by the Queen of Air and Darkness.
At level eleven, you learn Sylvan, or another language if you already know it. When you speak Sylvan, you can speak with animals and plants freely. You can commune with the nature spirits around you, and using this trait you can cast Blink (protected by air), Fire Shield (Cold Shield Only), and Tree Stride.
You can cast these spells once per long rest. At level 17, you may cast them twice.

Dagger! Dagger! Dagger!
At level seventeen, you may make three attacks with dagger(s) as a bonus action.



Adaptations

Blurred Movements
Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.

Fast Action
You can take the Dash, Disengage, or Hide action as a Bonus Action.

Evasion
If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Faster! Faster! Faster!
Your base land speed increases by 10'.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.




Alseid


Level
Proficiency Bonus
Features
Innate Spellcasting
Adaptations


1st
+2
Alseid Traits, Innate Spellcasting, Adaptations, Unarmed Damage
1/day Lesser
1


5th
+3
Magic Resistance, Hide in Plain Sight
3/day Lesser, 1/Day Moderate
2


11th
+4
Protection of Nature
3/day Lesser; 2/Day Moderate, 1/Day Greater
3


17th
+6
Swift Beauty
3/day All
4



Alseid Traits
As an Alseid, you have the following racial traits in addition to those of your normal race.
Add +2 to your Charisma.

Innate Spellcasting
As a pure expression of nature, you are in tune with the magic of the wilds. The Alseid table shows you which spells you have access to and how many times they may be cast per day.
Lesser Spells: cure wounds, charm person, sleep
Moderate Spells: calm emotions, lesser restoration, plant growth
Greater Spells: Aura of Vitality, Speak with Plants, Greater Restoration

Adaptations
Also as an Alseid, you have a series of adaptations, as best befitting your environment and upbringing. Select one at level one from the list below, gaining another one at each tier. Each time you level up, you may replace one adaptation with another.

Unarmed Damage
Also as an Alseid, you fight with your beauty. Your unarmed strike damage dice increase to a d10, and you deal radiant damage with your unarmed strike. Further, when you attack with an unarmed strike, you may use your Charisma, rather than your strength, for the attack and damage roll.

Magic Resistance
At level 5, you gain Magic Resistance as your fey blood runs through you with renewed vigor.
You gain advantage on saving throws against spells and other magical effects.

Hide in Plain Sight
One with nature, you can adjust to blend into most environments given time. At level 5, you gain Expertise in the Stealth skill. If you're already proficient in Stealth, gain proficiency in another skill of your choice.

Protection of Nature
At level 11, you become resistant to Radiant Damage, immune to Poison damage, and immune to the charmed, frightened, and poison conditions.
As an action, you may extend these protections out to a number of creatures equal to your Charisma modifier. They keep these benefits for ten minutes. You may only extend your protections once per long rest.


Swift Beauty
At level 17, you may make two attacks with your unarmed strike as a bonus action.


Adaptations

Natural Armor
While you aren't wearing armor or using a metal shield, your AC is equal to 10 + your Charisma Modifier + your Constitution Modifier.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Intense Beauty
The damage from your Unarmed Strikes uses a d12, rather than a d10, to calculate damage.

Resilience of Nature
Gain Resistance against a damage type of your choice. If you choose bludgeoning, piercing, or slashing, it does not function against those damage types from magical weapons.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.




Berbalang


Level
Proficiency Bonus
Features
Languages
Adaptations


1st
+2
Berbalang Traits, Adaptations, Spectral Duplicate
+3
1


5th
+3
Innate Spellcasting, Spectral Duplicate Improvements
+6
2


11th
+4
Astral Walker, Spectral Duplicate Improvements
+9
3


17th
+6
Astral Reality, Spectral Duplicate Improvements
All Languages, including secret languages
4



Berbalang Traits
As a Berbalang, you have the following racial traits in addition to those of your normal race.


You gain +1 to your Intelligence and Dexterity scores.
You have a fly speed equal to your walking speed.
You have Darkvision out to 60 feet, or add 30 feet to your existing Darkvision.
You gain proficiency in the Arcana and Religion skills.

Spectral Duplicate
As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it takes or deals damage or when the berbalang dismisses it (no action required).
Everything experienced by your duplicate is known by you, and it has your same game statistics.
After your duplicate vanishes, you must complete a short or long rest before you can create a new one.

Languages
Your constant study unlocks more knowledge all the time. Each time you increase a Tier, learn 3 languages of your choice.

Adaptations
Also as a Berbalang, you have a series of adaptations, as best befitting your environment and upbringing. Select one at level one from the list below, gaining another one at each tier. You may replace any adaptations each time you level up.

Innate Spellcasting
At level five, your connection to the Astral Plane is drawn, allowing you to speak across planar bounds and reach beyond the veil. You can cast Speak With Dead at will, without expending a spell slot. Once per long rest, you can cast Plane Shift, but it can only be used to deliver yourself to the Astral Plane.

Spectral Duplicate Improvements
At level five, your connection to your duplicate strengthens. It no longer vanishes after taking or dealing damage, though all of its damage becomes psychic.

Astral Walker
At level 11, the silvery seas of the Astral Plane are your home. You can sense when crossings to the Astral Sea are nearby, and while you sleep at night, whichever one of your yous that is not sleeping can search the Astral Sea for answers, asking questions of the very cosmos.

Spectral Duplicate Improvements
At level eleven, as an action, you can trade places with your Spectral Duplicate as long as you’re on the same plane of existence, or one of you is on the Astral Plane.

Astral Reality
At level 17, your study of the secrets of the cosmos shows you the location of all other planes swimming WITHIN the Astral Sea. You gain Truesight out to 120 feet, and can mark any creatures you see with starlight as an action. The creatures you choose are outlined in light, and over the next 10 minutes they exude dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible or from hiding on the Ethereal Plane.



Adaptations

Unlock your Mind
Gain proficiency in one tool, or two skills.

Truesight
You gain Truesight out to 120'.

Magical Secret
Add 1 Level 3 or lower spell to your Spells Known. Not conjure animals please.

Ghost Whisperer
You can cast the Speak With Dead spell once per short rest.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.

Speed of the Stars
Your Land and Flying speeds increase by 10 feet.



Lamia


Level
Proficiency Bonus
Features
Innate Spellcasting
Adaptations


1st
+2
Lamia Traits, Adaptations, Size Increase, Innate Spellcasting
Lesser 3/day
1


5th
+3
Intoxicating Touch
Lesser At-Will, Moderate 3/day
2


11th
+4
Mistress of the Desert
Lesser At-Will, Moderate 3/day, Greater 1/Day
3


17th
+6
Bloodthirst
Lesser At-Will, Moderate and Greater 3/day
4



Lamia Traits
As a Lamia, you have the following racial traits in addition to those of your normal race.

You gain +2 to your Charisma score.
You have Darkvision out to 60 feet, or add 30 feet to your existing Darkvision.
Size Increase
At level 1, if your size is less than Large, you become Large.

Innate Spellcasting
The lamia's innate spellcasting ability is Charisma.. It can innately cast the following spells, requiring no material components. The Tier table tells you which spells you can cast, and how often.
Lesser: disguise self (any humanoid form), major image
Moderate: charm person, mirror image, scrying, suggestion
Greater: geas

Adaptations
Also as a Lamia, you have a series of adaptations, as best befitting your environment and upbringing. Select one at level one from the list below, gaining another one at each tier. You may replace any adaptations each time you level up.

Intoxicating Touch
At level five, you may spread a curse with your grasp.
Melee Spell Attack: Charisma is your spellcasting ability with this attack. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
You may make this Melee Spell Attack as a bonus action.

Mistress of the Desert
At level 11, the mirages and heat of the desert are yours to command. You learn the Hallucinatory Terrain spell, and can cast it once without spending a spell slot. After that, you may use your spell slots to cast it. You gain fire resistance, and can survive for up to five days without water with no adverse effects. Further, your relationship to the reptiles of the desert gives you immunity to poison.

Bloodthirst
You can drink the blood of a dead creature to gain the benefits of a short rest in ten minutes.



Adaptations

Resistant Body
You gain resistance to non-magical piercing, slashing, and bludgeoning damage.

Blindsight
You gain Blindsight out to 120'.

Natural Weapons.
Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.

Slither
Unlike others, who on their bellies have trouble moving, you find that position very natural. You can freely squeeze into medium spaces without suffering any of the drawbacks, and are immune to the prone condition.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.

Mirage
You may cast Dream once per long rest without expending a spell slot. Choose any one mental stat to be your spellcasting stat for this.

Mimic


Level
Proficiency Bonus
Features
Mass Limit
Adaptations


1st
+2
Mimic Traits, Adaptations, Mass Limit, Polymorph
Your Weight
1


5th
+3
Adhesive, False Appearance, Grappler
Half to Double your weight
2


11th
+4
Living Trap
Half to Quadruple your weight
3


17th
+6
Swallow
Any Gargantuan or smaller object
4



Mimic Traits
As a Mimic, you have the following racial traits in addition to those of your normal race.

You gain +2 to your Strength score.
You have Darkvision out to 60 feet, or add 30 feet to your existing Darkvision.
You gain proficiency in Stealth.
Your Bite and Pseudopod are natural weapons. Your bite deals 1d8 piercing damage and 1d8 acid damage. Your Pseudopod deals 1d8 bludgeoning damage and has a range of 10'.
Telepathy - You can telepathically speak to any creature you can see within 30 feet of you. You need to share a language with the creature for it to understand your telepathic utterances.

Polymorph
At level 1, you become a Shapechanger. You can use your action to polymorph into an object or back into your true, amorphous form. Your statistics, including your weight, are the same in each form and your equipment does not transform with you. You revert to your true form if you are Unconscious or if you die.

Mass Limit
You can become an object of a different size than yourself as long as your mass remains the same. At higher tiers, the range of your transformed mass increases as the transformative magic making you up improves.

Adaptations
Also as a Mimic, you have a series of adaptations, as best befitting your environment and upbringing. Select one at level one from the list below, gaining another one at each tier. You may replace any adaptations each time you level up.

Adhesive Grip
While you are in the form of an object, you adhere to anything that touches you. A huge or smaller creature adhered to you is grappled by you, and has disadvantage on the check to escape the grapple.
While you’re an object, your pseudopod attack triggers your adhesive trait on the target.

False Appearance
At level five, you master the art of holding very still. Your proficiency in Stealth is upgraded to Expertise, and when you remain motionless, you are indistinguishable from an ordinary object.

Grappler
At level five, you have advantage on Attack rolls against creatures that are grappled by you.

Living Trap
When you take the attack action on your turn, you may make one additional Bite attack against a creature that is grappled by you. Additionally, you are immune to the prone condition.

Swallow
At level 17, when you hit a Huge or Smaller creature that is grappled by you with a bite attack, they are restrained. When you hit a Huge or smaller creature that is restrained with a bite attack, they are Swallowed by you.
While swallowed, the creature is Blinded and Restrained, they have total cover against anything outside of you, and it takes 6d8 acid damage at the start of each of your turns.
If you take 30 damage or more on a single turn from a creature inside you, you must succeed on a DC 20 constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in front of you. If you die, a swallowed creature is no longer restrained and can escape by using half its movement, exiting prone.



Adaptations

Natural armor
While not wearing armor, your base AC is 10+CON

Spider climb
You gain a climbing speed equal to your walking speed

Grappler
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. (adaptation)

Toss Me!
You can become light and easy to throw as a bonus action, becoming a tiny Thrown Weapon with a range of 60/120. Your damage die is a d8, and you can use your reaction to make a Bite or Pseudopod attack after you are used to successfully hit a creature.

Shell Game
Once per short rest, you can as an action divide into pieces. Your maximum size is quartered, and you create three duplicates that follow you closely. You gain the effect of the Mirror Image Spell for ten minutes, then reabsorb your pieces afterwards.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.




Giant Eagle


Level
Proficiency Bonus
Features
Flight Speed
Adaptations


1st
+2
Giant Eagle Traits, Adaptations, Size Increase, Maneuvers
+15 ft
1


5th
+3
Maneuver Improvements, Natural Weapons
+30 ft
2


11th
+4
Bird’s Eye View, Flyby
+45 ft
3


17th
+6
Maneuver Improvements
+60 ft
4



Giant Eagle Traits
As a Giant Eagle, you have the following racial traits in addition to those of your normal race.

You gain +1 to your Strength and Dexterity scores.
You gain proficiency in Perception.
You gain a flying speed equal to your walking speed.

Size Increase
At level 1, if your size is less than Large, you become Large.

Maneuvers
Master of the skies, you learn maneuvers you can use in flight. You learn 3 Maneuvers at level 1, and your Flight Die is d6. You regain all expended dice when you complete a short or long rest. Your Maneuver save DC is based on your Dexterity or Strength Score.
You have 2 flight dice, and receive 2 more each tier.

Speed Increase
At each Tier, your Flight Speed increases by 15 feet.

Adaptations
Also as a Giant Eagle, you have a series of adaptations, as best befitting your environment and upbringing. Select one at level one from the list below, gaining another one at each tier. You may replace any adaptations each time you level up.

Maneuver Improvements
At level 5, you learn an additional three maneuvers and your Flight Die becomes a d8.

Natural Weapons
At level five, you become proficient in using your natural weapons in combat.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bird’s Eye View
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Flyby
You don’t provoke opportunity attacks when you fly out of an enemy’s reach.


Maneuver Improvements
At level 17, you learn an additional three maneuvers and your Flight Die becomes a d10.



Adaptations

Swooping Dive
If you move downward toward an enemy and make a melee attack, you may add an additional 1d4 damage per 10 feet swooped.

Fast Flying Ace
Your Fly speed increases by 15 feet.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.

Maneuvers
All uses of these maneuvers spend 1 flight die regardless of success.

Eagle’s Call As a bonus action, direct an ally to make a weapon attack with their reaction. If the attack hits, roll a Flight Die and add it to the damage.
Quick Peck As a reaction, make a Peck attack against a creature that makes a melee attack against you. If the attack hits, roll a Flight Die and add it to the damage.
Disarm When you hit a creature with a weapon attack, you can expend one flgiht die to attempt to disarm the target, seizing one object in their hands in your talons. Add a flight die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, seize you choose.
Distract When you hit a creature with a weapon attack, you can weaken the creature. You add the flight die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Catch! When a creature is falling, use a reaction to move up to your speed to catch them. That creature adds your Flight die to its next ability check, attack roll or saving throw made within the next 10 minutes.
Feint You can use a bonus action on your turn to feint, choosing one creature within your melee reach your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.
Seize You snatch up your opponent as you attack. When you hit a creature with a melee attack, add a flight die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, the target is Grappled by you if you are capable of grappling them.
Precision Strike When you make a weapon attack roll against a creature, you can expend one flight die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Wing Buffet Once on your turn while you are flying, you may give your wings one strong flap. In a 10’ radius sphere around you, all creatures must succeed on a Strength saving throw. On a failure, they take bludgeoning damage equal to a roll of your Flight Die and fall prone.
Lunge When you make a melee weapon attack on your turn, you can expend one flight die to increase your reach for that attack by 5 feet. If you hit, you add the flight die to the attack's damage roll.



Imp


Level
Proficiency Bonus
Features
Resistances
Adaptations


1st
+2
Imp Traits, Adaptations, Resistances
Fire Immunity
1


5th
+3
Shapechanger, Invisibility
Cold Resistance
2


11th
+4
Magic Resistance
Poison Immunity
3


17th
+6
Devil’s Bargain
Bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
4



Imp Traits
As an Imp, you have the following racial traits in addition to those of your normal race.

You gain +1 to your Dexterity and Charisma scores.
You have Darkvision out to 60 feet, or add 30 feet to your existing Darkvision.
You gain a Fly speed equal to your walking speed.
You can use your tail as a natural weapon. Your tail (bite in beast form) becomes a natural weapon with the finesse property, dealing 1d4 piercing damage on a hit. Your target must also succeed on a constitution saving throw, taking 2d6 poison damage per tier on a failure or half on a success. The DC is based on your Constitution score.

Size Increase
At level 1, if your size is greater than Tiny, you become Tiny.


Resistances
Your fiendish resilience boils through your blood. Each tier, you gain another resistance or immunity. The table shows which resistance/immunity you gain at which level.

Shapechanger
At level 5, you become a Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies or falls unconscious.

Invisibility
At level five, you master your ability to vanish from the sight of others.
The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Size Increase
At level five, you increase by one size category. This grants you increased reach as befitting your new size and +5' to your base land speed.

Magic Resistance
At level 11, you gain magic resistance. You have advantage on saving throws against spells and other magical effects.

Devil’s Bargain
As the messenger of the hells, you have many contacts and favors to call in if necessary. You can cast Infernal Calling, and the Devil you summon becomes friendly to you (though still unfriendly to any in your party who are not Devils). You can also use the summoned devil as an intermediary for deals with Greater Devils. You can cast Infernal Calling in this way once per long rest.



Adaptations

Resistant Body
You gain resistance to non-magical piercing, slashing, and bludgeoning damage.

Devil's sight
You gain Devil's sight out to 120'.

Deceitful Manipulator
You gain proficiency in two skills of your choice.

Tough
Your HP increases by 2 per level.

Hardy
You gain proficiency in a save you are not already proficient in.

Speed up!
Your flight speed increases by 10 feet.

Early Invisibility
You can cast invisibility once per short rest.





Haranshire: https://cdn.discordapp.com/attachments/1028170459440762920/1073715493288034435/Screen_Shot_2023-02-10_at_4.21.28_PM.png

Garlstone:
https://cdn.discordapp.com/attachments/1028170459440762920/1073716703650906142/Screen_Shot_2023-02-10_at_4.26.34_PM.png

Bobthewizard
2022-11-06, 11:33 AM
This should be fun. Xorgid will be grumpy, but he'll look out for you two as much as he can. I'm excited to see how the mimic works out.

For Celia, since there is no multi classing, we have two Int-based characters, and JNAP took all the Cha skills anyway, would it be possible to home-brew for this campaign that his artificer uses charisma? Only if JNAP even wants to, of course. That way we'd have all of the important skills relatively covered.



https://i.imgur.com/9DXgp9y.jpgXorgid (https://www.myth-weavers.com/sheet.html#id=2715640), Berbalang Wizard | AC: 16 HP: 14/14 | PP: 12 PIv: 16 PIs: 12
HD: 2 / 2d6 | Recovery: 1 / 1LR | Duplicate: 1 / 1SR
Spell slots: 1st: 3 / 3
Conditions: none

Xorgid walks into the room, looking around for any new danger. He sees his friends, Calia and Sundew, and acknowledges them without any sort of a smile. He is happy to see them, even if it is not apparent. He walks over to them as if he is only doing it out of obligation, not letting on that he really does care for them. He speaks with a reserved, formal and slightly creepy voice, as if he is afraid someone might overhear him, even though the only other person in the tavern is the innkeeper.

"Hello. Did either of you find anything? Alas, I was unsuccessful in my efforts."



Action:
Bonus Action: (hide, disengage)
Reaction: (shield, absorb elements)
Movement: (30' fly speed)
Object:
Concentration:

JNAProductions
2022-11-06, 02:28 PM
Nah, I’ll be Int-based. I just like having Cha skills.

Phone posting to get my post in, will edit stuff in later.


Celia (https://www.myth-weavers.com/sheet.html#id=2715551) has to go fast!

Celia was an ordinary Tabaxi. She was born to parents who, unfortunately for her, had made some ill-fated deals in their past. They were SUPPOSED to give up their firstborn son. Only, that didn't happen. First kid was a girl. And then the second. And the third. When it reached Celia, the fey that had struck the bargain were willing to renegotiate the terms.

The fey had little use for the elder children, so they took the as-of-yet unnamed Celia. What exactly they did... Is unclear. But when Celia was returned to her old home, she was about two feet tall, and quite a surprise to the new occupants. Her old family had moved house, and the strangers there were not exactly happy about the sudden appearance of the small fast girl. So, she left. Quickly.

She ended up in [CITY], where she fell in with a crowd of ne'er-do-wells. Her childish optimism and good nature was abused by them, as was her ignorance of mortal customs. She stole. A lot. And didn't really realize what she was doing was wrong, up until the entire gang was captured and sentenced. Most of them faced lengthy prison sentences, but Celia was offered amnesty, for a price. The Lord Castellan took an interest in her-he was an Eladrin, and recognized the touch of the fey upon Celia. Celia, not wanting to be restrained, agreed.

Castellan Grey found that, while Celia was eager to please and happy to talk, didn't really know much of the fey. Her memories were fogged, shrouded by some outside influence. But he also found a certain joy in helping her-he was too committed to his job to have ever married, but his paternal instincts were awoken by Celia. He helped ground her, teaching her the ways of the world and how to be a good person, rather than simply a naïve vessel for others to influence.

She was, in time, stricken with wanderlust. It was hard for her to leave Castellan Grey, but she could only stay in one place for so long. And so, she left, wandering the world.

Updated post with background and sheet.

Dr.Gunsforhands
2022-11-06, 06:34 PM
Whoa, you picked already! Here's Sundew's sheet. (https://www.myth-weavers.com/sheet.html#id=2715743) I think I still need to write down the class equipment, which could include armor amusingly. It raises the question of where this stuff came from, but I've established that Sundew's natural state is mostly humanoid so it's not just dead weight.

Xihirli
2022-11-06, 08:55 PM
Alright, let's read these and make an IC post shall we

JNAProductions
2022-11-06, 09:03 PM
Alright, let's read these and make an IC post shall we

Looking forward to it. :)

Xihirli
2022-11-06, 09:57 PM
Alright, IC (https://forums.giantitp.com/showthread.php?651216-A-Monstrous-Night-Below-IC&p=25629029#post25629029)!
Let's meet everyone

Xihirli
2022-11-07, 11:12 AM
Bob, gimme persuasion.

Bobthewizard
2022-11-07, 11:30 AM
Persuasion: [roll0]

JNAProductions
2022-11-07, 11:31 AM
Persuasion: [roll0]

I believe in you! 13 is best number! :P

Xihirli
2022-11-07, 11:58 AM
Definitely higher than I thought you'd get.

Oh, Doctor: Just wanted to let you know that ally-gathering is a big part of the game so hypothetically you could get someone whose sole purpose is throwing you to join the party.

Xihirli
2022-11-07, 02:08 PM
With passive insight, you don't see any hints of dishonesty.

Bobthewizard
2022-11-07, 02:10 PM
Is he offering to let me copy a spell now, then pay us 100gp when we're done, or is he asking me to pay him back 100gp for the inks when we are done?

Xihirli
2022-11-07, 02:14 PM
Is he offering to let me copy a spell now, then pay us 100gp when we're done, or is he asking me to pay him back 100gp for the inks when we are done?

The former.

Dr.Gunsforhands
2022-11-07, 04:37 PM
Speaking of backstories not being from Thurmaster, I have it in my head that Sundew's hometown is a fair bit back the way we came, but I'm not sure what our map is going to look like. If it's the one I found online, it might be across the river from Lyrchwood or something?

Xihirli
2022-11-07, 05:14 PM
The map has spoilers or I would post it. But yeah I'm going on the working idea that all of the locations are new to you.

Doctor, you know where the river is relative to you, so if Thurmaster is that far along the river it's west by a fair bit. Hundred-forty miles, a little less.

Dr.Gunsforhands
2022-11-07, 07:23 PM
That would certainly help explain why he's willing to pay so much for us to make the trip. I'll commit the map I saw to anti-memory and confirm that Sundew is from somewhere in the other direction.

Bobthewizard
2022-11-07, 07:37 PM
History to see what Xorgid knows about Thurmaster [roll0]

Edit: apparently he should stick to persuasion.

Bobthewizard
2022-11-08, 02:20 PM
Nice REI reference, DrGuns!

Dr.Gunsforhands
2022-11-08, 10:30 PM
Nice REI reference, DrGuns!

I don't know what REI stands for? It might be a coincidence, or indirect inspiration from tropes, or whatever is the writing equivalent of convergent evolution. :smalltongue:

Xihirli
2022-11-08, 11:25 PM
If you're going to approach the archers it's initiative.

JNAProductions
2022-11-08, 11:30 PM
Fair. Not intending to initiate fighting yet, but makes sense.

[roll0]

Dr.Gunsforhands
2022-11-09, 02:32 AM
Initiative! [roll0]

I'll be interposing Sundew between the archers and their targets, then attacking.

Bobthewizard
2022-11-09, 06:15 AM
I don't know what REI stands for? It might be a coincidence, or indirect inspiration from tropes, or whatever is the writing equivalent of convergent evolution. :smalltongue:

REI is a national sporting goods store in the US. If you go there and tell them you want to go backpacking, you'll end up spending $1000 and carrying 60 pounds of gear.

Also, Xorgid's initiative [roll0]

How far are we from the archers?

Xihirli
2022-11-09, 07:04 AM
[roll0] it seems that everyone is willing for ‘nitiatives.

Xihirli
2022-11-09, 07:04 AM
REI is a national sporting goods store in the US. If you go there and tell them you want to go backpacking, you'll end up spending $1000 and carrying 60 pounds of gear.

Also, Xorgid's initiative [roll0]

How far are we from the archers?

They’re about 60 feet to the north.

Xihirli
2022-11-09, 07:20 AM
So for initiatives we have

Archer 1
Sundew
Archer 2
Farmer 1
Xorgid
Celia
Farmer 2
Farmer 3

Bobthewizard
2022-11-09, 07:53 AM
Wow. That's a lot of poison damage. I'm glad we didn't start at level 1.

JNAProductions
2022-11-09, 11:05 AM
60'? Dope, I can reach them without using any actions. Just Feline Agility.

In that case, I'll preroll two dagger attacks-aiming to knock them out, if they hit 0, rather than kill.

[roll0]
[roll1]

[roll2]
[roll3]

Edit: I'm sad now. :P

Dr.Gunsforhands
2022-11-09, 11:15 AM
I'm already committed to the actions I posted for init count 15.

Sundew's Fortitude save vs. poison: [roll0]

Edit: HP remaining: 2/20

Xihirli
2022-11-09, 04:08 PM
Okay, so interpose and close with the archers.

So disadvantage [roll0]+4; [roll1] + [roll2] poison on a CON save
Luckily each of the archers has only one arrow poisoned unless they want to use their action.

Bobthewizard
2022-11-09, 04:45 PM
Let's hope the archers only have 13HP each and that the farmers aren't just a ruse to suck us in.

Xihirli
2022-11-09, 09:40 PM
Gonna do a little morale check.

[roll0]

Dr.Gunsforhands
2022-11-10, 01:11 AM
I guess the poison really doesn't play nice with Sundew's weird physiology. :smalltongue:

Xihirli
2022-11-10, 07:05 AM
Oh, deepest apologies Doctor, the poison ran out at the end of the sleeping archer's turn.
[roll0]

JNAProductions
2022-11-10, 11:33 AM
As best I can tell, can I awaken the archers without Mr. Angry Farmer noticing?

Failing that, what kind of action would it be to snatch some poison from them and make one of my bolts more lethal?

Xihirli
2022-11-10, 11:49 AM
As best I can tell, can I awaken the archers without Mr. Angry Farmer noticing?

Failing that, what kind of action would it be to snatch some poison from them and make one of my bolts more lethal?

A: I... suppose, but why do you want to?
B: First you'd have to search them to see if they have more poison than just the arrows they've already shot. Which would be an Investigation check... I'll say as a Bonus Action that seems fairish

JNAProductions
2022-11-10, 11:51 AM
A: I... suppose, but why do you want to?
B: First you'd have to search them to see if they have more poison than just the arrows they've already shot. Which would be an Investigation check... I'll say as a Bonus Action that seems fairish

Because the farmers are gone and all that's left is Mr. Angry.

Then again, they might not realize that we're not here to hurt anyone.

I'll just move up to Angryface and stabbity-stab.

[roll0]
[roll1]

[roll2]
[roll3]

If I need to BA Dash to reach him, ignore that second attack.

Have I rolled ANYTHING decent this game? Gerblech!

Xihirli
2022-11-10, 12:40 PM
Okay he's going to kill you, Celia!
Well, maybe. [roll0]; [roll1]

JNAProductions
2022-11-10, 12:59 PM
Okay he's going to kill you, Celia!
Well, maybe. [roll0]; [roll1]

The dice roller hates farmers too!

[roll0]
[roll1]

[roll2]
[roll3]

Please roll better, dice! Pretty please?

Also, I could cast Sanctuary on myself, but I've got HP for the moment. So I won't.

Bobthewizard
2022-11-10, 02:06 PM
That's impressive. 3 out of 4 attacks were natural 1's.

Edit: Now 4 out of 5 for the two of us.

Xihirli
2022-11-10, 05:15 PM
[roll0] Morale check, he is nearly bloodied.

Dr.Gunsforhands
2022-11-10, 07:07 PM
Well! That was statistically unlikely. I guess I should have just held my breath and hoped no one would ask me to roll that.

What should I do now?

Xihirli
2022-11-10, 07:38 PM
I only called for one death save, though… WOW.
So you had two failures and were likely going to die before Xorgid stabilized you.
Congratulations, Xorgid, you saved a life! Gain an inspiration.

Dr.Gunsforhands
2022-11-10, 08:50 PM
Oh thank goodness! Thank you, Bobthewizard!

Bobthewizard
2022-11-10, 09:46 PM
You are welcome. That was a lot of natural one's for us. If we move your death save up in front of Xorgid's medicine check, we were 5 out of 6 rolling natural ones at one point.

And JNAP, I love that Celia asked Xorgid back what he just said. I'm using a thesaurus to make his posts as esoteric as possible os it's funny that you said the same thing.

JNAProductions
2022-11-10, 09:48 PM
I mean, Xorgid's not really that much smarter than Celia-18 Int vs. 16 Int.
But he is much more grandiose in his words. :P

Bobthewizard
2022-11-10, 09:50 PM
Yes. He's obnoxious. Celia can definitely translate for him. I pictured your response as more sarcastically saying "this is what you meant to say"

JNAProductions
2022-11-10, 09:51 PM
Yes. He's obnoxious. Celia can definitely translate for him. I pictured your response as more sarcastically saying "this is what you meant to say"

It's not, actually. It's Celia being in combat mode and not fully understanding Xorgid's verbosity.

Feel free to needle her over it later.

Bobthewizard
2022-11-10, 09:54 PM
No. I'm not picturing him as being arrogant about his big words. Those are just the ones he knows. Like he memorized a dictionary but has hardly ever talked to anyone.

I'll probably back off the schtick as we go, but it's fun right now.

Edit: PS we should kill one of the archers.

Bobthewizard
2022-11-12, 08:57 AM
Well, what do you all think? I assume we aren't going to kill them. Should we let the archers go? Tie them up? Have them take us to Carlanis to see what is going on? Or take them with us and continue on our way?

Xihirli
2022-11-12, 06:06 PM
Everyone cool with me accelerating us three hours so we can have all of you again?

Dr.Gunsforhands
2022-11-12, 10:20 PM
I have no objections. I haven't been able to think of anything interesting to post while Sundew's unconscious. :smalltongue:

JNAProductions
2022-11-12, 11:25 PM
[roll0]

For my IC post.

Dr.Gunsforhands
2022-11-13, 04:28 PM
I feel like I missed something. I thought we had to walk for a little while before getting to the brook spot, and so I thought that we were already accepting that Carl got away and moving on?

...okay, right, those steps never actually happened and my brain just kind of *inserted* them. I hate when my brain does that.

Should we try tracking him, or should we move on with the delivery?

Xihirli
2022-11-13, 04:50 PM
That is correct though. Since Carlanis has left, you have waited for Sundew to wake up, taken a short rest, and gone the opposite way for awhile.

Bobthewizard
2022-11-13, 05:38 PM
Sorry. I pictured him retreating the way we needed to go. We can move on.

Bobthewizard
2022-11-14, 12:34 PM
Xhirli, can Xorgid's spectral duplicate keep watch while Xorgid is getting a long rest?

JNAProductions
2022-11-14, 02:14 PM
[roll0] Perception
[roll1] Disadvantage

Gonna call it DC 8 to hear the commotion and wake up.

Xihirli
2022-11-14, 04:26 PM
Xhirli, can Xorgid's spectral duplicate keep watch while Xorgid is getting a long rest?

Uh yes, yes it could.

Dr.Gunsforhands
2022-11-14, 08:26 PM
Should I switch to a darker shade of green? It's hard to tell it from the surrounding black text, but I'm starting to realize that this green on a white background is a bit eye-strain-inducing.

Bobthewizard
2022-11-20, 04:57 PM
Xhirli, could I get a quick recap of locations. Where we started, our destination, where Milborne is in relation to those.
I'll add some notes to my post to keep track of this better.

Xihirli
2022-11-20, 06:06 PM
Uh here is where you've been so far.

https://cdn.discordapp.com/attachments/1028170459440762920/1044025810782257192/Screen_Shot_2022-11-20_at_6.04.05_PM.png

Dr.Gunsforhands
2022-12-02, 12:51 PM
I have been called in for a series of long projects IRL and will likely not post until next Tuesday.

Xihirli
2022-12-02, 12:54 PM
Got it. Wheelbarrow mode.

Bobthewizard
2022-12-02, 01:36 PM
Called in for a series of long projects sounds ominous. Good luck.

JNAProductions
2022-12-04, 01:35 PM
[roll0] Sleight of Hand, to do a trick for the kids.
+[roll1] from Guidance and make it a magic act. :P

Xihirli
2022-12-07, 01:55 PM
Bob, give me persuasion to get Andren to give his sweetheart’s most prized possession to a total stranger.

Bobthewizard
2022-12-07, 02:02 PM
Persuasion [roll0]

Ah well :smallbiggrin:

JNAProductions
2022-12-07, 02:06 PM
Persuasion [roll0]

Ah well :smallbiggrin:

You did you best. :P

Xihirli
2022-12-07, 05:48 PM
I'm going to hold off for Sundew here, since we should be expecting Guns any second now.

Xihirli
2022-12-19, 02:03 PM
Can everyone give me perception for our little montage section coming up?
Xorgid, can you give me two?

Bobthewizard
2022-12-19, 02:07 PM
Xorgid's 2 perception checks

[roll0]
[roll1]

JNAProductions
2022-12-19, 02:23 PM
Wisdom... My bane!

[roll0]

I'd like to add Guidance but can't really justify it. So, regular d20 it shall be!

Dr.Gunsforhands
2022-12-19, 10:26 PM
Perception! [roll0]

Dr.Gunsforhands
2022-12-20, 06:11 PM
I'll roll animal handling here to see how much Sundew can teach Celia about sheep here:

[roll0]

Xihirli
2022-12-26, 10:21 AM
Doc? Still with us?

Dr.Gunsforhands
2022-12-27, 06:59 PM
I'm back from what was keeping me away! I also don't have any more interesting input on the current conversation I don't think.

Xihirli
2022-12-27, 11:52 PM
Got it. In that case I will move us on to Thurmaster.

Xihirli
2023-01-02, 05:42 PM
Bob, gimme that big persuasion with the vantage of adding.

Bobthewizard
2023-01-02, 06:13 PM
Persuasion: [roll0], [roll1]

Bobthewizard
2023-01-05, 01:52 PM
Investigation [roll0]

JNAProductions
2023-01-05, 05:00 PM
[roll0] Investigation!

Xihirli
2023-01-09, 06:10 AM
[roll0] Sundew Perception

Xihirli
2023-01-09, 07:54 PM
Look, sometimes the ranger nat 20s on survival.

JNAProductions
2023-01-09, 10:46 PM
How far is the guard?

Xihirli
2023-01-09, 10:49 PM
Let me do some quick trigonometry.


Two hundred and three point nine feet.

Dr.Gunsforhands
2023-01-10, 08:45 PM
I don't suppose Sundew can give the advantage of a team effort with telepathic advice? ^_^;


What are you doing?! It won't matter how fast you are if you just run out on the road they're watching!

*The camera pans to the target hiding spot like when you enter a room in a Zelda game*

We need to find a better angle. Maybe those reeds over there?

JNAProductions
2023-01-10, 09:16 PM
Yeah, I've been rolling real well on Perception (something I'm mediocre at) but now something I'm GOOD AT rolls around, and... Whomp-whomp.

JNAProductions
2023-01-10, 10:09 PM
How thick is the ladder? Are we talking two poles and rope strung between them, or thick planks of ladderness?

Because Celia is smol. Tiny, in fact. There may be hiding options not available to larger creatures.

Xihirli
2023-01-10, 10:11 PM
Planks of wood built into the wall. She could probably fit under one of them.

Xihirli
2023-01-11, 06:57 PM
To clarify, the archer heading for the staircase is not immediately next to you, but it shoooould be possible to intercept them after they are out of sight but before they get all the way down.

Xihirli
2023-01-16, 10:16 AM
Alright. As Amon climbs down the ladder you're hiding in, he's gonna get a perception check.
[roll0]

Xihirli
2023-01-18, 08:55 PM
Archer 'nitiative [roll0]

JNAProductions
2023-01-18, 11:23 PM
[roll0]

Init roll.

Imma wait to see what Carl does before I act.

Bobthewizard
2023-01-19, 08:13 AM
Xorgid Initiative [roll0]

Xihirli
2023-01-19, 08:21 AM
Carlanis is going to attack Sundew the Plank of Wood methinks.
[roll0]; [roll1]

JNAProductions
2023-01-19, 12:42 PM
[roll0]

Crit baby!

Bobthewizard
2023-01-21, 10:23 AM
1. How far away am I?

2. How clustered are the archers?

3. If I cast sleep on the archers, how many could I catch and does it look like they'd fall off the wall?

4. If so, how far would they fall?

Xihirli
2023-01-21, 01:01 PM
1. 56.3 feet away
2. They have taken the "to me!" order literally and have dashed to form a semicircle immediately around Carlanis.
3. All of them, though it doesn't look like they'd fall off the wall.
4. The wall is ten feet off the ground. The tower is the real tall part.

Xihirli
2023-01-23, 01:50 PM
[roll0] Ranchefus 'Nitiative

Xihirli
2023-01-23, 01:58 PM
[roll0] Archers shoot!

[roll]2d6[roll]

Xihirli
2023-01-23, 01:59 PM
[roll0] fire come on flaming sphere do stuff

Xihirli
2023-01-23, 02:01 PM
Also do damage, arrows [roll0] and [roll1]

JNAProductions
2023-01-23, 02:13 PM
...
I hate my dice sometimes.

Xihirli
2023-01-23, 02:27 PM
Don't worry, you didn't do that badly at persuading them.
Those ones are just holding still and burning.

Bobthewizard
2023-01-24, 06:32 AM
Dr. Guns, I had already dropped you and flown into the smoke by the time you posted last round.

Dr.Gunsforhands
2023-01-26, 08:22 PM
Oh! Okay! It took me three reads of that post for my brain to register the sentence where you did it, but yes, it's there, thank you!

I seem to have put +4 instead of +6 in the attack roll of my bitey post just now, so the end result should be 12.

Xihirli
2023-01-26, 08:57 PM
Good to know; with armor blown off I believe 12 exactly hits.

JNAProductions
2023-01-27, 12:51 PM
Celia is too injured to participate in this fight properly. She'll watch from afar, and only dash in if someone really needs help.

Dr.Gunsforhands
2023-01-29, 01:30 PM
Dex!: [roll0]

Wis!: [roll1]

JNAProductions
2023-01-29, 01:46 PM
How many goons are left?

Xihirli
2023-01-29, 01:49 PM
No goons left.
I will also for free say... Ranchefus has 15 hit points left.
We gonna see anything from Celia?

JNAProductions
2023-01-29, 01:58 PM
[roll0]
[roll1]

Repeating crossbow of doomy deathness!

Xihirli
2023-01-29, 02:23 PM
I’m so sorry, Sundew.

Bobthewizard
2023-01-29, 02:34 PM
I just realized something. If Sundew uses that 'turn into a tiny knife' thing, I think Xorgid could carry the entire party while he flies.

Xihirli
2023-01-29, 02:36 PM
How does it feel to be the Big Guy in the party, Bob?

JNAProductions
2023-01-29, 02:36 PM
I just realized something. If Sundew uses that 'turn into a tiny knife' thing, I think Xorgid could carry the entire party while he flies.

Yay!

Also, I'm going artillery, which can be Tiny or Small sized. Meaning I can make the cannon carry me. :P

Bobthewizard
2023-01-29, 02:52 PM
How does it feel to be the Big Guy in the party, Bob?

And as a goblin, too. Very funny.


Yay!

Also, I'm going artillery, which can be Tiny or Small sized. Meaning I can make the cannon carry me. :P

Or Sundew can turn into a medium creature and carry us all. We have all sorts of options.

Xihirli
2023-01-31, 01:41 PM
For clarification there is no potion (that you have found), only notes ABOUT one.

JNAProductions
2023-01-31, 01:41 PM
For clarification there is no potion (that you have found), only notes ABOUT one.

Oki. So we are NOT at risk of drinking an unidentified substance.
Good to know.

Dr.Gunsforhands
2023-01-31, 05:34 PM
Sundew has a bunch of things to add to the sheet on leveling up!

- Getting the Xanathar's Gloom Stalker conclave
- - Get some bonus speed and attacks in round 1 of combat
- - Invent a special anti-darkvision body texture
- - Can concentrate to pass as a humanoid for maybe an hour
- Adding Spells:
- - Disguise Self (Conclave Bonus Spell, hence the above)
- - Primeval Awareness (Class Feature, but it's basically a spell)
- - Goodberry (Mostly to make treats for the good horsie)

Xihirli
2023-01-31, 06:28 PM
Horsie deserves treats!

Xihirli
2023-02-02, 09:03 PM
Bob, anything to say?

Bobthewizard
2023-02-02, 10:17 PM
Bob, anything to say?

Oops. Sorry about that. Thanks for the reminder.

Xihirli
2023-02-02, 10:24 PM
Is cool.
Are others good with heading for the orcs? You have rough directions that they're in the mines north of Milborne.
Also, are you planning on bringing the horse with you?

JNAProductions
2023-02-03, 12:48 PM
How far are they? If we know.
Notably, can we get a Long Rest without wasting too much time?

Xihirli
2023-02-03, 01:06 PM
You’d have to at some point, unless you’re going to catch them on the way. You don’t know how much of a lead they have, though.

Depending on how straight a path through the Thornwood it is, you’re looking at about two days’ ride to get north of Milborne.

Xihirli
2023-02-05, 07:40 AM
Another point of clarification: Tauster is suggesting that there are clues to find out where Jelenneth is being taken to at the Keep because he doesn't know that you've already killed Ranchefus and taken his journal and learned about the Bloodskull Orcs.

He can't scry on you, doesn't have that spell.

Bobthewizard
2023-02-05, 08:13 AM
Celia gets to respond to the sending spell though, right? So we can tell him what we know.

Xihirli
2023-02-05, 08:25 AM
Indeed you could!

Xihirli
2023-02-05, 03:24 PM
Xorgid, would you like to have your duplicate go through the wreckage while rests are happening?

Xihirli
2023-02-12, 10:38 AM
Before another fight might happen (OR NOT!)
Is anyone wearing Ranchefus's cloak? Used the travel time to focus on it?

Bobthewizard
2023-02-12, 10:44 AM
Oh thanks. I had forgotten about it. I think we would have identified it with a rest, and maybe attuned to it if needed. I think I gave it to Sundew, right?

Xihirli
2023-02-12, 11:09 AM
I think we would have identified it with a rest

Cloak of Protection +1

Dr.Gunsforhands
2023-02-12, 03:28 PM
Ooh! Okay, noted. Thanks.

Xihirli
2023-02-12, 04:12 PM
Maybe you won't even go down next fight!

JNAProductions
2023-02-17, 04:57 PM
Well... That's gross. :P

What's our plan, folks?

Xihirli
2023-02-22, 02:42 PM
Bob, please make me an Intelligence (Deception) Check with advantage.

Bobthewizard
2023-02-22, 02:44 PM
Intelligence (Deception): [roll0], [roll1]

He's an idiot in disguise :smallsmile:

Bobthewizard
2023-02-23, 05:07 PM
I would prefer we not split up. I think this is going to go south pretty quickly. But do what you want.

JNAProductions
2023-02-25, 12:45 PM
Gonna wait on our orcish friend to address them first.

Xihirli
2023-02-25, 12:58 PM
Address who? Kolvu is not with you.

JNAProductions
2023-02-25, 01:25 PM
Address who? Kolvu is not with you.

Wait, where are we?

I'm apparently rather confused.

Xihirli
2023-02-25, 02:09 PM
Let me back up, I'm beginning to think a thought I had was a mistake.

Kolvu mentioned the possibility that the sneaky ones could split off and go find Zuaf, since finding Zuaf was the preferred step forward from the group but left out Xorgid, who didn't really have a way of getting there unnoticed.

Wanting to move things forward but also leave that as a decision, I advanced us to the splitting off point and included "stealth check if you want to split off." Trying to go opt-in but still keep momentum going.

So when you two gave me stealth checks I had you both approach Zuaf in the Cave of Luthic where the women and children were stationed, and had Xorgid go with Kolvu up to where the Tannarruk chief is.

I apologize, I thought all of this was understood. Please feel free to decide if you would like to be at the Cave of Luthic or with Kolvu and Xorgid now.

JNAProductions
2023-02-25, 02:12 PM
Hm... Lemme make a roll. Just to help my own decision-making process.

[roll0]

Edit: Imma say Celia will stick to Xorgid-she doesn't want to risk his life.

Dr.Gunsforhands
2023-02-25, 02:17 PM
I was pretty sure we were splitting off to find Zuaf, but if Celia isn't going, Sundew won't split the party either. They don't trust their own stealth or persuasion skills enough to take on that task alone.

Xihirli
2023-02-25, 02:25 PM
Okay sounds good. You are all with Kolvu then, no splitting of the party.
If you'd like to use those stealth checks to find a place to be around the Tannarruk and company you may.

JNAProductions
2023-02-25, 02:28 PM
Sounds good. We aren't using flanking, so are there any locations high enough to be out of melee range of most or all foes?

Xihirli
2023-02-25, 02:54 PM
Yes, there's actually a raised wooden platform up above that you don't know the purpose of. There's a rope ladder dangling from it.

JNAProductions
2023-02-25, 02:56 PM
Yes, there's actually a raised wooden platform up above that you don't know the purpose of. There's a rope ladder dangling from it.

I can go up the back? Climb speed and all that.

Xihirli
2023-02-25, 03:00 PM
Oh right Tabby Backsies. Yes if you like, go ahead and climb up and I'll include a quick description of it with my next post.

JNAProductions
2023-02-26, 11:47 AM
Sounds like a good.

Xihirli
2023-02-28, 12:42 PM
Alright Bob, Xorgid is being directly addressed in a language no one but he and this Tannarruk (so far as you know) understand. What does Xorgid do?

Bobthewizard
2023-02-28, 01:29 PM
Sorry, I hadn't gotten a notification for your last post. I thought GFH's was the last one. I'll post now.

Xihirli
2023-02-28, 01:41 PM
Intelligence (Deception): [roll0], [roll1]

He's an idiot in disguise :smallsmile:

Now for the moment of truth: Insight check from a Tanarukk whose brain has been messed up real bad with constant potions of domination.
[roll0]/[roll1]

EDIT: ...huh.

Bobthewizard
2023-02-28, 02:29 PM
Forgot the Arcana check [roll0]

Xihirli
2023-02-28, 10:48 PM
Alright let's jump into Initiative with everyone Surprised except Celia and Sundew who get the "Toss Me!" round.

16 does hit the woman so while I'm digging up initiatives Sundew you can go ahead and take your turn with a hit.

Xihirli
2023-02-28, 11:00 PM
Shilek [roll0]
Imrin [roll1]
Ramor [roll2]
Kolvu [roll3]
Garundzer [roll4]
Celia. [roll5]
Sundew [roll6]
Xorgid [roll7]

Dr.Gunsforhands
2023-02-28, 11:01 PM
Oh, Celia got a 16? For some reason my brain swears it saw a 7.

*goes back and re-reads*

Right! Advantage! Hooray!

Damage for Celia hitting with the thrown object, which I'll treat as a sling bullet: [roll0]

Damage for the free insta-bite: [roll1]

Sundew's own surprise round is what's already in the IC post

Initiative: [roll2]

JNAProductions
2023-02-28, 11:02 PM
Xi was a smart and rolled all the Init together, so you actually got a 21. :)

Xihirli
2023-02-28, 11:04 PM
Strength save from Shilek... how the heck did they calculate stats in second edition? Whatever. [roll0] from raw strength score.

EDIT: Yes, other DMs kept doing that I kept thinking "I should do that" and now I've finally remembered. So everyone else stops being surprised and starting us off at the top again is Xorgid and Sundew.

Dr.Gunsforhands
2023-02-28, 11:05 PM
It looks like you already rolled initiative for Sundew, and I forgot about the ambusher ability that made it +4 instead of +2, so I guess I'll take your version!

Now that I'm thinking about ambusher abilities, I'm also reminded that Sundew gets an extra attack in the first round of combat. I... think that means the surprise round in this case? Mimics really are ambush predators! So, here's yet another attack:

[roll0]
[roll1]

Xihirli
2023-02-28, 11:19 PM
Also I have added in some descriptions so you have a basic idea of where you're at.

Xihirli
2023-03-01, 12:20 PM
Mirror Image dice: [roll0]
Greataxe of Glass: [roll1]; [roll2] and if the thing he hits doesn't shimmer out of existence the Tanarukk will use one of the Greataxe's Psychic Smites [roll3]
Bite: [roll4]; [roll5]

Xihirli
2023-03-02, 07:20 PM
So the Tanarukk is not currently in Sundew's range, he ran up a wall to attack Xorgid on his riding newt.

Would you like to ready an attack? You know Garundzer is going after you and Xorgid, so he's likely to charge at you now that the wizard is out of reach.

Dr.Gunsforhands
2023-03-02, 09:53 PM
Oh! That's where they went. Yeah, readying an action to rush him as soon as he's close enough works for me.

Xihirli
2023-03-02, 11:27 PM
Cool Tanarukk's going to go for Sundew.

Takes the bite damage so he gets to make a reaction to attack in kind.

Greataxe Advantage Reaction: [roll0]/[roll1]; [roll2] and a psychic smite [roll3]
Bite: [roll4]; [roll5]
Greataxe: [roll6]; [roll7]

Xihirli
2023-03-02, 11:35 PM
Ramor's gonna shoot at Xorgid [roll0]; [roll1] gosh man get a DEX bonus

JNAProductions
2023-03-02, 11:42 PM
Ramor is where, relative to me?

Xihirli
2023-03-02, 11:49 PM
Ramor is down the staircase, you can't even see him. Technically all you know is that the dead priests yelled for Ramor to get the prisoners out and then you heard metal grinding on stone over there. And that Xorgid flew over there.

JNAProductions
2023-03-02, 11:53 PM
Ramor is down the staircase, you can't even see him. Technically all you know is that the dead priests yelled for Ramor to get the prisoners out and then you heard metal grinding on stone over there. And that Xorgid flew over there.

Gotcha. How far is the distance?

Because I'm thinking Celia will, movement permitting, head to the top of the stairs, observe for a moment, and then either resume her perch or head down to address this dude.

Xihirli
2023-03-02, 11:56 PM
Do keep in mind you've climbed some, but based on the sound... let's see, Xorgid went 80 feet but hadn't climbed up so high...
With 95 feet of movement you think you could get as far as Xorgid, with 115 you could get to the source of the grinding sound (the gate but you don't know that for 100%).

JNAProductions
2023-03-03, 12:03 AM
Do keep in mind you've climbed some, but based on the sound... let's see, Xorgid went 80 feet but hadn't climbed up so high...
With 95 feet of movement you think you could get as far as Xorgid, with 115 you could get to the source of the grinding sound (the gate but you don't know that for 100%).

What do I get with 180'? :P

I'll wait for Sundew and Xorgid to actually take turns.

Xihirli
2023-03-03, 12:04 AM
I suppose you could go part of the way back or rush ahead and find out where the prisoners are being brought to?

Dr.Gunsforhands
2023-03-03, 02:47 AM
Cool Tanarukk's going to go for Sundew.

Takes the bite damage so he gets to make a reaction to attack in kind.

Greataxe Advantage Reaction: [roll0]/[roll1]; [roll2] and a psychic smite [roll3]
Bite: [roll4]; [roll5]
Greataxe: [roll6]; [roll7]

Oof. The bite is enough to bring Sundew to -4 HP.

Now I can't help but imagine the giant newt running around carrying Sundew its mouth like a trophy. :smalltongue:

Xihirli
2023-03-03, 07:04 AM
Oof. The bite is enough to bring Sundew to -4 HP.

Now I can't help but imagine the giant newt running around carrying Sundew its mouth like a trophy. :smalltongue:

Well it would be but none of the attacks hit. Highest was a 15.

He’s trying to hit this tiny eyeball biting his butt it’s not going well.

Bobthewizard
2023-03-03, 07:15 AM
Xorgid's Charisma check [roll0], [roll1]

Dr.Gunsforhands
2023-03-03, 05:18 PM
Well it would be but none of the attacks hit. Highest was a 15.

He’s trying to hit this tiny eyeball biting his butt it’s not going well.

Sundew can't wear their armor while shapeshifted. Their AC is supposed to be 12 right now.

Bobthewizard
2023-03-03, 05:43 PM
Sundew can't wear their armor while shapeshifted. Their AC is supposed to be 12 right now.

I feel like we need to petition to change that rule. :)

Xihirli
2023-03-03, 05:56 PM
Ah. In that case allow me to change Kolvu's action in response to alternative stimuli.

Xihirli
2023-03-03, 06:17 PM
I hope you like your grave cleric friend.

Xihirli
2023-03-05, 12:07 AM
Okay Tanarukk's gonna use the retribution attack on Sundew but he's gonna pile his attacks on Kolvu... oh wait he doesn't actually HAVE his reaction when Sundew attacks him since Sundew attacked him on HIS turn before.
So yeah, he'll just go attack Kolvu so that Sundew stops popping up.

[roll0]; [roll1] and [roll2] psychic smite
[roll3]; [roll4] bite

Xihirli
2023-03-05, 12:08 AM
[roll0] [roll1] critical hit. Definitely won't kill, might down.

Xihirli
2023-03-05, 12:12 AM
So Kolvu wasn't downed but they could be very soon I think they'll just go for a second-level inflict wounds. [roll0]; [roll1] necrotic and on a hit, Garundzer gets to attack them with advantage! [roll2]/[roll3]; [roll4]

EDIT: Did you all rig my die-roller?

Xihirli
2023-03-05, 12:26 AM
Alright. Meanwhile, down with the others

Ramor:
Con save: [roll0]
Dex save: [roll1]

Jelenneth's gonna go for a long shot [roll2]

Dr.Gunsforhands
2023-03-07, 12:25 AM
(Sorry I still can't post today, I'll hopefully be able to tomorrow)

Dr.Gunsforhands
2023-03-08, 10:55 PM
Is deep speech the same thing as undercommon?

Xihirli
2023-03-08, 11:03 PM
It is not. Undercommon was primarily developed by Drow; Deep Speech by Aberrations.

Xihirli
2023-03-09, 07:34 PM
Anyone have any input before I move us on?

JNAProductions
2023-03-09, 07:47 PM
Anyone have any input before I move us on?

I'm good for now.

Bobthewizard
2023-03-09, 08:24 PM
I added a little. I feel like we're missing something here.

JNAProductions
2023-03-12, 12:18 PM
Yes, let's throw tomatoes at the bride and groom! :P

I'm laughing over here. Love Xorgid. Love him. :)

Xihirli
2023-03-21, 11:36 PM
This is a choice I probably should have put to you all BEFORE Carman showed up, but let's have a quick poll.

VERY few playground games actually reach a conclusion. Now, Night Below is by no means over. However! We had a major objective achieved, and a celebration in the heroes' honor for an epilogue.
This game was put together to give people a chance to play monstrous gestalt and now you have. I've also noticed a lot of slowing down lately. Part of that's life, but I anticipate that part of it is also waning interest.

This is probably the most satisfying place to end the game up until the ACTUAL ending after the other two books of Underdark stuff.
I'm down to keep going, I promised Night Below: An Underdark Adventure and we can actually see the Underdark if you want... but I'm also perfectly happy ending this all at a natural conclusion rather than try and beat a playground game into ending properly.

So what do people think? Do you all want to end the game here, or keep going in the hopes we'll reach the end?

Frankly I don't think that's particularly likely, and I'm not going to lie about that.

Bobthewizard
2023-03-22, 07:36 AM
I like our characters, the other players and the DM, I'm having fun with the unique mechanics, and I think the story is interesting, so I'd love to continue, but if others don't have their hearts in it, or feel like the uniqueness has worn thin, then I understand. I think all pbp games slow down in social situations like we're in now.

If we continue, I will be traveling from March 25-Apr. 2 and will only have my phone, so my posting might slow down then, but don't take that for a lack of enthusiasm.

JNAProductions
2023-03-22, 12:45 PM
I'd be good ending it, though I'd like a chance to play Celia in a wedding for fun. :P

Dr.Gunsforhands
2023-03-22, 06:21 PM
I think I'm on the same page as Xihirli and JNAProductions. This was a fun one-shot!

Xihirli
2023-03-22, 07:27 PM
Alright then; once I'm not getting beaten up by whatever's hitting me I'll put together a wedding-based epilogue.

Sorry Bob.

I guess it's cool to tell you all now, one of my favorite things about this module is that if the heroes don't free Jelenneth in their first few tries, she eventually just frees herself.

Bobthewizard
2023-03-23, 07:00 AM
No worries. This was a lot of fun. Thanks for running it Xhirli and thanks for the idea JNAP. See you all in other games!