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  1. - Top - End - #121
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 20 HP: 24/41 +8 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 5/5d8, Conditions: none
    Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
    Channel Divinity 0/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara slides past Ront towards the wax facsimiles. Instead of casting another spell, she raises her shield and does her best to avoid their attacks, letting the moonlight spirits do their job.

    "Follow the spirits everyone! They will protect us."

    Spoiler: OOC
    Show
    Move to current location
    Action to dodge
    Spirit Guardians Damage (3d8)[11] radiant. DC16 WIS save for half.

    THP (1d6+5)[6]


    Turvy sheet
    Deep Gnome Wizard 5
    AC: 14 HP: 12/33 +11 THP PP: 12 PIv: 16 PIs: 12
    MP: 30/30 MD: 4/4d12 Sanity: -1
    Initiative: +6
    HD: 3/5d6, Conditions: mage armor, exhaustion 1
    Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 0/2
    Portents: 5, 10

    Turvy moves forward, taking up Elara's last position behind the front lines.

    "Let's go everyone."

    He shoots another bolt of force at the facsimile with the crossbow.

    Spoiler: OOC
    Show
    1st level Magic Missile at G (1d4+1)[5] x3 = 15

    THP (1d6+5)[11]

    Last edited by Bobthewizard; 2024-01-06 at 08:19 AM.

  2. - Top - End - #122
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
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    Castle Sparrowcellar
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    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 11 HP: 23/34 THP: 10 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1)
    Concentrating:--

    With a wall of allies at to block her from being targeted, Faedryl swoops in on one, pecks it, and then leaves again.

    Spoiler: OOC
    Show

    Move: Over Spide's head, attack+shove, move back, no net change, risking the OA.
    Action: Peck (1d20+4)[22]
    Damage: (1d6+1)[2]

    Bonus Action: TK shove the guy next to Spide into the wall. (1d20)[2]+mods vs DC16 or (1d4)[3] bludgeoning wallshove damage.


    THP: (1d6+5)[10]


    Last edited by Amnestic; 2024-01-03 at 05:39 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  3. - Top - End - #123
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    RONT
    Orc Brute Fighter
    AC: 17 HP: 42/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    Ront recalls the Dawnbringer to his hand once more, before rushing into melee, slashing at the enemies.

    Spoiler: OOC
    Show

    Alas, I still can't access Roll20(Might have something to do with the internet here being... funky)

    So... move into melee, and get to the stabbinating?
    (1d20+10)[30] Attack 1
    (1d8+7)[14] + (1d4)[2] Radiant Damage 1

    (1d20+10)[12] Attack 2
    (1d8+7)[11] + (1d4)[2] Radiant Damage 2
    (1d6+5)[8] Temp Hp
    I think it is a bonus action to return the sword to his hand?
    Otherwise, shove something prone?
    (1d20+8)[21] Athletics


    ALADIN
    Autognome Artificer
    AC: 19 HP: 30/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    With the melee becoming general, ALADIN moves to assist, his thunderous gloves tapping against the hides of the party's foes, sending ruinous shockwaves through them.

    Spoiler: OOC
    Show

    (1d20+8)[11] Attack 1
    (1d8+5)[7] Thunder Damage
    (1d20+8)[13] Attack 2
    (1d8+5)[13] Thunder Damage
    (1d6+5)[11] Temp Hp

    Last edited by Archmage1; 2024-01-04 at 05:00 AM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  4. - Top - End - #124
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
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    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:14/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Biggun' someone needs to handle that crowd of wax bastards. I'll help the others if you can stem the tide!" Borthan, heedless of danger or numbers, moves forward and begins swinging his weapons in long, lopping arcs to hew limbs and sever heads on these wax amalgams.

    Spoiler: OOC
    Show
    Moved a lil. Three attacks, carrying on from one to the others if more than one get cut down. Axe- (1d20+8)[20] to hit and (1d8+5)[12] damage. Second axe- (1d20+8)[26] to hit and (1d8+5)[11] damage. Offhand hammer- (1d20+7)[8] to hit for (1d8+4)[7] damage.


    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 17/39
    34/34 MP
    10 Temp HP
    PP: 10 PIv: 12 PIs: 10 Sanity 10
    Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp)
    Concentrating on: Rage
    HD:1/1 D12, 3/3 D6
    Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd

    Derendil does not respond. But he does charge forward, leaving a wake of burning coals behind him as his magic, fueled by anger instead of denied by it, carries him into the fight in a wake of fire. Sending a splash of flame at the wall of wax golems, Derendil lashes out with a thunderous strike from his trident, trying to draw the ire of the enemy.

    Spoiler: OOC
    Show
    Derendil is going to bonus action Ashardalon's Stride, move in a kind of zig zag to make contact with all of the waxies that he can in one movement. All who he comes within 5ft of take (1d6)[2] fire, with no attacks of opp. Derendil will stop in the center of them all and attack with booming blade on the one with the crossbow- (1d20+6)[20] to hit for (1d6+4)[9] damage, along with (1d8)[3] thunder damage, with (2d8)[15] thunder damage if it moves.
    The Bear is Back.

  5. - Top - End - #125
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Spell, sword and flailing fowl tear down the two vanguard waxen constructs, though the embedded spear hafts stretch out and leaves some of them with scars, and Faedryl catches a nasty burning limb to her side as she falls back. ALADIN, Borthan and Derendil advance forward, felling more of their number. Soon the last vestiges of the hive's defense fall under the party's concentrated wrath, leaving a hallway of melted and hardened clumps of wax, with magic items embedded or fallen beside them.

    When the messy business is done, the only sound besides their own breathing and movements is the continued flow of water from the Trove, rushing down the hole it sogged in the floor. Exploring the place still poses a minor threat, its acidic floors and walls no less hostile for being uninhabited.

    What else this hive may hold is a mystery, but its defenders have run dry. All around the queen's chamber are eggs - whether they too hold the abyssal corruption or contain healthy apidae offspring, only time will tell, through hatching or study. Among the eggs however is one that is slightly larger than the others, and pulses with currents of pink and purple.

    Spoiler: Combat Log
    Show
    Elara moves up and Dodges.
    Turvy casts Magic Missile, blasting Wax G for 15 damage.
    Faedryl hits Wax O with a peck for 1 damage after resistance, and takes 4 acid damage back, absorbed by her thp. The spears embedded in it burst out as a reaction, dealing 4 damage to Ront, 2 after resistance to another Wax, and 2 to Faedryl, absorbed by thp. She gets 2 net hp back from the lingerie's healing.
    Faedryl's shove knocks Wax O into the wall for 1 damage after resistance. She moves away, and it slams her for 7 damage. 6 gets through thp, and she regains 1 back, then gets a new twilight barrier of 10.
    Ront's attacks finish off the two nearby Waxes.
    ALADIN finishes off Wax G with a hefty 20 damage total.
    Borthan strikes the shield-toting Wax for 18 vulnerable slashing with his magic battleaxe, and a second slash for 16 brings it down
    Derendil moves in and uses Ashardalon's Stride, which deals 3 fire to Waxes R, M and Q, and 2 to Borthan, though he is protected by thp. His attacks land for 7 damage after modifiers. I'll put it on R, since the crossbow guy went down.
    Nilvae deals 7 thunder damage to Wax N with a Sacred Aria.
    Galdar nukes Q with a 37 damage critical, vulnerable fire bolt.
    Spide deals 12 radiant to R with Sacred Flame.

    Wax R falls to Spirit Guardians.
    Wax M takes one last swing at Derendil, which misses.

    M is the last alive, and it won't survive a full around of the party's attacks, so combat ends.

    I lost track of how many Twilight Sanctuary rounds were left, but it peters off as the encounter ends.


    Spoiler: Looting and Exploration
    Show
    Final counts for thp post-combat by my count (including turn start acid) are:
    Faedryl 10 (she flies so she loses none to the floor)
    Turvy 9
    Elara 8
    ALADIN 9
    Ront 6
    Borthan 7
    Derendil 8
    Nilvae 5
    Spide 6
    Galdar 8

    Some non-magical weapons took some weapon damage from slimes and acidic coatings in the fight, but I have been trusting people to track it which I don't think they have been. Bort's handaxe took a small amount, and his warhammer is probably in rough shape.

    The party is able to burn or wet the floor to move without taking damage, at the cost of time. Moving to a new area without taking time to clear the way costs 2 acid damage.

    As the party loots, some of the items are familiar to Galdar.
    Looting the following items costs 1d4 acid damage from digging them out of the wax constructs:
    -Magic Battleaxe
    Spoiler: Galdar
    Show
    Rarouk, the former owner of this battleaxe, was one of Galdar's mercenaries. He had a particular fondness for the taste of giant snail, and had this axe crafted to better hunt them.

    Rarouk’s Shellcracker
    Does not require Attunement
    This battleaxe was made to crack open the shells of giant insects and armored foes alike. Against creatures with a hard shell or in Medium or Heavy armor, it deals an additional +2 damage. The bonus damage is doubled instead of halved by Resistance.

    -Magic Warpick
    Spoiler: Galdar
    Show
    This warpick belonged to Ingrid, a shock trooper among his mercenary company.

    Ingrid's Portable Catapult
    Does not require Attunement, but can be Attuned
    A duergar warpick that once belonged to one of Galdar’s mercenaries. It has a +1 bonus to attack and damage rolls. As an action, the wielder can strike the warpick into the ground and kick off. They and the warpick are launched up to 30 feet in any direction. If the wielder ends that movement adjacent to another creature, they may make an unarmed attack against that creature with a flying kick, dealing +1 bonus damage.

    An attuned wielder suffers no falling damage for 1 minute or until they land, whichever comes first, when launched this way. In addition, an attuned wielder’s flying kick damage becomes magical, if it was not already, and increases by another +1.

    -Magic Wand
    -Magic Spear(s?)
    -Magic Shield
    -Magic Crossbow

    The following items can be retrieved from the dead Apidae they've seen so far:
    -Magic Dagger
    Spoiler: Galdar
    Show
    This weapon, the Icicle, belonged to Quan - a member of his mercenary company with a hand and eye for subtler matters.

    Quan's Icicle
    Requires Attunement
    The blade of Quan's Icicle blade is surrounded by a frosty fog. It inflicts an additional 2 cold damage when it hits an enemy. If an attuned wielder throws Quan’s Icicle, it explodes in a puff of freezing cold mist on impact. Whether Quan’s Icicle hit or missed, the target and adjacent creatures must make a DC 13 Con save to halve 1d6+1 cold damage.

    After exploding, Quan’s Icicle reforms in the attuned wielder’s possession next dawn. If the attuned wielder unattunes from the icicle while it is unformed, it is permanently destroyed.


    In the party's current location, BEE THRONE, they also find:
    -2 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving)
    -2 Apidae Drone corpses which have no stingers, but can also be carved
    -13 Apidae Faerza eggs of unclear value
    -One glowing Apidae Faerza Egg
    Spoiler: Nature or Arcana DC 10
    Show
    This certainly seems like a fertilized Queen's egg. The Zhentarim would pay handsomely for it.


    The floor above, BEE BARRACKS, is 1 area away. They know of:
    -1 Apidae Warrior corpse
    -1 Apidae Drone corpse
    -1 Apidae Larva corpse
    -Magic Gloves (embedded in a construct)
    -Magic Spellbook
    Spoiler: Galdar
    Show
    This spellbook belonged to one of the duergar researchers, a wizard by the name of Veldome. It is magically waterproof, and apparently acidproof judging by the lack of damage. He is unaware of which spells the wizard had recorded in the book.


    The floor below, BEE PARLIAMENT, is 1 area away. They know of:
    -Magic Maul (embedded in a construct)
    -Mr. Grump

    The floor below BEE PARLIAMENT is the BEE TREASURY, 2 areas away. On the same floor is another area, the BEE STUDIO, 3 areas away. They do not know what loot is there.

    The floor below that is the MAIN ENTRANCE/PROCESSING AREA, 3 areas away. They do not know what loot is there.

    And at the bottom floor is the HONEY STORAGE, 3 areas away. They do not know what loot is there, and there is a possibility of more hostile animated honey.

  6. - Top - End - #126
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 20 HP: 41/41 +8 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 3/5d8, Conditions: none
    Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
    Channel Divinity 0/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara picks up the shield, assessing its magic. She then looks around at the others and sees them all bloody, burned, and beaten, or still polymorphed into a goose.

    "We should take a few minutes to rest here. Then we can explore the lower levels."

    Spoiler: OOC
    Show
    picks up shield, identifies it over short rest
    Short rest: HD in order until HP to 36
    (1d8+3)[4]
    (1d8+3)[10]
    (1d8+3)[8]
    (1d8+3)[9]


    Turvy sheet
    Deep Gnome Wizard 5
    AC: 14 HP: 26/33 +11 THP PP: 12 PIv: 16 PIs: 12
    MP: 30/30 MD: 4/4d12 Sanity: -1
    Initiative: +6
    HD: 0/5d6, Conditions: mage armor, exhaustion 1
    Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
    Portents: 5, 10

    Turvy picks up the wand and rests next to Elara in a spot on the floor that has been cleared of wax.

    "Let's recover a bit."

    Spoiler: OOC
    Show
    identify wand
    Hit Dice (3d6+6)[14]
    Arcane recovery for 3rd level spell slot

    Last edited by Bobthewizard; 2024-01-06 at 08:31 AM.

  7. - Top - End - #127
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
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    Castle Sparrowcellar
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    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 11 HP: 23/34 THP: 1 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1), 4 exp hit dice.
    Concentrating:--

    Her ability to do anything is limited as she is, but she can at least gather a few items with the last of her shield, before settling into to read the spellbook. Avian or otherwise, she's quite capable of reading. Conveying which of the eggs is important is beyond her, even if she did successfully identify the prize that they need to return for a profit.

    Spoiler: OOC
    Show

    Faedryl tugs out the Warpick, Battleaxe, and Crossbow, taking 9 total acid in the process. (4, 1, 4)

    If we are short resting, she expends four hit dice to heal for 19.

    She'll then spend the short rest looking at the spellbook. She can at least turn pages as a goose still.

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  8. - Top - End - #128
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:14/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan, breathing heavy and with a manic look in his eye, takes in the scene, and seeing no more enemies he slowly relaxes. "Agreed. I'm plum tuckered. And bleeding. And... hungry? Yeah, definitely hungry." He lets out a laugh and tries to find a safe place to sit outside the acid.

    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 17/39
    34/34 MP
    10 Temp HP
    PP: 10 PIv: 12 PIs: 10 Sanity 10
    Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp)
    Concentrating on: Rage
    HD:1/1 D12, 3/3 D6
    Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd

    Derendil wipes the insect blood from his whiskers and the wax from his claws, pruning and preening a bit before sitting with his own spellbook and beginning to study. If Faedryl struggles to turn her pages, he risks a nasty bite to give her assistance.
    The Bear is Back.

  9. - Top - End - #129
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    ALADIN
    Autognome Artificer
    AC: 19 HP: 30/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    As the aura of protection fades, ALADIN takes in the immediate surroundings. "Perhaps we can collect what is immediately available, then head outside to prepare for a less risky approach? I believe I can create some wax patches to protect from the acid, given some time."
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  10. - Top - End - #130
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Spoiler: Identifications
    Show
    Spoiler: Elara: Magic Shield
    Show
    Lustrous Shield
    Requires Attunement
    The white metal surface of this shield gleams brilliantly in any source of light, inflicting Disadvantage on Stealth checks while wielded except in pitch darkness. It is decorated with the heraldry of Lathander, a golden dawn rising over rolling fields.

    The Lustrous Shield has 2 charges, which refresh at dawn. If the attuned wielder of this shield is targeted by a ranged cantrip with an attack roll, they may use their reaction and spend a charge to reflect the cantrip with the shield. The cantrip is launched back at the caster, as if it were cast at 5 levels lower, using the same attack roll result. If the attuned wielder is targeted by magic missiles, the shield can be used as a reaction to reflect one missile back at the caster per remaining charge, expending those charges.

    Spoiler: Turvy:Magic Wand
    Show
    Corrupted Wand of Flame Throwing
    Does not require Attunement
    This wand has 6 charges. The wand’s wielder may spend up to 3 charges to cast Burning Hands, at a spell level equal to the number of charges spent. The save DC for the wand’s spell is DC 13. The wand has been corrupted by the influence of Juiblex, the Demon Lord of Slimes, making the flames it spews sickly, and green. Half of its damage (rounded down) is acid damage, and any creature that fails their save receives 1 Blight. If the wielder is not wearing magical handwear, they also receive 1 Blight each time they activate the wand.

    All of the wand’s charges refresh at dawn.

    Spoiler: Faedryl: Veldome's Spellbook
    Show
    Veldome’s Spellbook
    Belonged to one of the researchers from Galdar’s escort job, before it was taken from him and studied by a magical bee. The spellbook is magical, enhancing its durability and protecting it from harm such as water or fire (or acid) damage.

    Faedryl flips through the spellbook, and she finds that the spellbook contains arcane formulae for:
    1st level: Alarm, Acid Stream, Ice Gauntlet (Elly), Peacebond (Elly), Cause Fear, Chromatic Orb, Detect Magic, Identify
    2nd level: Air Bubble, Arcane Lock, Icingdeath’s Frost, Locate Object
    3rd level: Lightning Bolt, Tormenting Thirst (Elly)

    There are what appear to be three other spells, which also appear incomplete, as if they were in the process of being designed. These three are written in a language that she cannot identify, written in a clumsy scrawl that does not match the rest of the contents. It seems the Apidae wizard was trying his 'hand' at spellcraft.


    Spoiler: ALADIN: Royal Egg
    Show
    Judging by the size, and the frequency of the faerzress pulsations within the egg, he estimates that it is within three days of hatching into a newborn queen. The outer material is leathery, similar to reptilian eggs, and pronounced veins run through it. While the material is tough enough that accidentally dropping it from carrying height should not harm the egg, any drop that could injure a person would risk splatting it.

    With the abyssal wild magic quelled in this area, the faerzress tangibly radiating from the egg's surface should not be harmful or dangerous. However, faerzress interferes with teleportation, so whoever is carrying the egg or standing within close proximity may not be able to use spells such as Dimension Door and Misty Step. Storing the egg in a Bag of Holding or Portable Hole would prevent this, though it would need to be taken out occasionally to breathe - the egg still needs to respirate through its 'skin' or the hatchling will suffocate.

    Based on the species' high mutability to the abyssal magic that had permeated the area, it is likely that the contained young has absorbed some of it. An Identify spell could measure for certain the level of influence, but the new queen would at best hatch as a sort of 'tiefling' if nothing else is done to it, at worst it could be aggressively hostile and Fiendish like the ones in this hive.
    The egg's formative state may be susceptible to alterations through extended exposure to potent enough magic. Something like a hallowed site of a Good deity, or direct extended exposure to a celestial, could reverse its abyssal influence.

    As for the other eggs, there are four batches. One is near hatching, and they get progressively newer with each batch. Three are visibly smaller, and ALADIN calculates that they will most likely produce drones, meaning the rest will produce the larger warriors. Two of each make up the oldest batch. Their faerzress accumulation is not as potent as the royal egg, so the older eggs are probably too far along to purify in time. The newest batch, containing one drone egg and two warriors, is pretty fresh and might not have accumulated any abyssal influence beyond that from their mother so far. These three eggs could be purified in the same way as the royal egg. ALADIN estimates they will hatch in about a week.


    A Breather

    While the party gathers on the burnt floor to avail themselves of its non-acidic comfort, they presumably close the Trove to avoid wasting its large but finite supply of salt water until they need it. Everything is quiet enough, until they hear voices below them through the soggy hole to the next floor.

    Spoiler: Perception DC 14
    Show
    Two voices converse in Undercommon.

    "...ot a single specimen. What happened to them, I wonder?" asks the first voice, deep and guttural but scholarly in its tone.

    "Eheheh," a second voice giggles gleefully. "Look there, Blurg! A wet hole in the ceiling, and the floor beneath it is sodden through. Like a waterfall came through here and then stopped."

    "A spell, do you suspect?"

    "Mm, maybe, yes, maybe. Or an everflowing flask."

    "You could be right, my friend. Let us go up and investigate."


    With careful balance, someone could peer down from the hole to look below. Though they risk being seen by what or whoever it is beneath them.

    Spoiler: Acrobatics DC 14, optional Stealth, Faedryl passes Acrobatics automatically because she flies
    Show
    Stretching to peer down, you can see a curious pair. A tall, narrow-shouldered but well-muscled orog with dark blue skin and pronounced tusks accompanied by a short (even for his kind) derro, with an unusually well-sculpted chin scruff and a receding hairline, his head marked by dark age spots. Each of them is clad in a purple robe with a bronze collar, their chests marked with iconography of a wide open eye in the mouth of a horned fish.

    Their boots have a waxy protective coating on them, similar to what ALADIN had proposed he make. The derro has a hefty mechanical weapon hanging at his side, attached to a shoulder sling. A circular, serrated saw blade juts out of one end.

    Anyone who succeeds this check also hears their conversation, from the Perception check above.

    Spoiler: ALADIN
    Show
    ALADIN recognizes an All-Purpose Tool similar to his own on the derro's belt.


    Spoiler: History: Derro (for ALADIN, Elara and, Galdar; the old party members attempted this check already)
    Show
    Galdar passes DC 10 automatically.

    Spoiler: DC 5
    Show
    Derro are a kind of duergar.


    Spoiler: DC 10
    Show
    Derro were once dwarves or duergar, but were driven mad and twisted by foul forces, believed to have once been slaves to the mindflayers not unlike the duergar - but subject to dark experiments. They now live among the duergar as second class citizens or slaves, only barely tolerated by the grey dwarves.


    Spoiler: History DC 15 AND Religion DC 20
    Show
    The two obscure, twin gods of the derro are Diiranka and Diinkarazan, former members of the dwarven pantheon disowned by Moradin. There are two conflicting stories of the gods' fall to darkness.

    One story states that the two gods were jealous after the other dwarven gods cast them out, and sought to create a new type of dwarf. They stole terrible artifacts from the ithillid diety, Ilsensine, who caught them in the act. Diiranka stabbed his brother and left him to the mercy of Ilsensine, fleeing with the artifacts and creating the derro on his own. Diinkarazan was captured and trapped in the Abyss to endure eternal torment, plotting his revenge on his brother and the derro from an Abyssal layer called the Prison of the Mad God, where he is Lord, Prisoner, and sole resident.

    The other story likewise states that Diiranka and Diinkarazan stole terrible artifacts from the ithillid deity. However, it was not to steal power, but to break free duergar worshipers who had been captured and enslaved by the mindflayers, and had been transformed into the mad derro by mindflayer experimentation. When they fled, Diinkarazan stayed behind to fend off Ilsensine, and was never betrayed by his brother, instead facing an eternity in the Prison of the Mad God for a selfless sacrifice. Diiranka in turn was able to save the derro, but was driven mad by the dark powers he stole from Ilsensine.

    Both the derro and their two gods are quite mad, and often dangerously homicidal.


    Spoiler: History: Eye Robes (for ALADIN, Elara, and Galdar; the old party members attempted this check already)
    Show
    DC is 5 higher for Elara, who is not an Underdark native. It is 5 lower for ALADIN.

    Spoiler: DC 15
    Show
    These robes belong to the Society of Brilliance. They are a relatively young faction in the Underdark, and they have not yet gained widespread fame. The Society of Brilliance is an elite group that accepts only the most intellectually prodigious or studious and learned into its inner circle, but maintains a small collection of applicants apprenticing or training to gain entry.

    One interesting facet is that they accept anyone from an Underdark species who meets their standards.

    If ALADIN succeeded by at least this much, his master has some fledgling ties to the organization and was considering joining.


    Spoiler: DC 20
    Show
    The Society of Brilliance is dedicated not to any single nation or creed, but to the pursuit of science, magic and technology in the interest of benefiting all peoples who live in the Underdark. Their members tend to be idealistic young intellectuals (or at least comparatively idealistic, when compared to their neighbors and kin) who are disenfranchised by their own backwards or xenophobic cultures.

    Rumors say they have many uncredited accomplishments, such as improving underground farming techniques and preventing disasters which other groups have taken the credit for.

    Spoiler: ALADIN Only
    Show
    The Society is not as young as some believe. Pains have been taken to scrub records, but ALADIN's master has contacts with deep, carefully guarded libraries. This is not the first Society of Brilliance. For a long time they have tried to bring peace and prosperity, but have come to clash with demon worshipers, drow and other predictable opposition at all turns. Yet it was not these forces that halt their march of progress each time, according to records.

    The surfacer secret society known as the Harpers, fearing the advancements the Society of Brilliance could bring (wittingly or not) to great evils such as the illithids or the drow, have regularly stepped in to cull the Society when it begins to gain too much traction and send it back into the forgotten realm of rumor. Each time, a few members must have gone into hiding, or someone they helped taken up the torch, because a new Society has always been born again from the ashes of the old.


    Spoiler: If any peeper fails a DC 16 Stealth check
    Show
    Movement above catches the eye of the derro as he examines the room with a keen eye. Wearing a wide smile, he waves emphatically at those looking down. "Well hello there, stranger! Are you responsible for the decrease in the Apidae Faerza population?"


    The Black Manta

    Sarith is nudged awake (or rather from trance) by Topsy for another shift on watch, and offered her darkglass. "The orc pirates look antsy. Still no sign of either of the landing parties," she reports from her turn at watch.
    Last edited by RandomWombat; 2024-01-06 at 10:42 PM.

  11. - Top - End - #131
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
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    Castle Sparrowcellar
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    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 11 HP: 23/34 THP: 1 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1), 4 exp hit dice.
    Concentrating:--

    There's not much Faedryl can do about the spellbook for the moment, though she does not it has a number of spells she doesn't yet have recorded. How useful they are to her she doesn't know, but having more tools is better than having less. Once she regains control of her fingers, she could set about to copying some. She does at least hear people approaching, and lets out a short, quiet flutter of wings to alert the others.



    Sarith Kzerkarit
    Drow Fighter/Phantom Rogue
    AC: 16 HP: 40/40 MP: 22/22
    PP: 16 PIv: 11 PIs: 10
    Conditions:
    Concentrating:

    As skilled and capable and amazing as Sarith is at killing other people, he doesn't particularly want to deal with the headache of explaining a broken ship on the other's eventual return. He lets out a tut of annoyance and hoists his longbow. "Fine, I'll go see how they're faring."

    He heads up to the deck, taking in the sight with a wary gaze. "Any news from your fellows?" he calls out to the other ship.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  12. - Top - End - #132
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Spoiler: Further Identifications
    Show
    Spoiler: Borthan: Magic Maul
    Show
    Burning Impact
    Does not require Attunement
    This maul has a +1 bonus to attack and damage rolls. When making an attack, whether it hits or misses, a 10 foot cone of fire erupts behind the target or target space; this cone of fire cannot be deactivated. The cone deals 1d6+1 fire damage, or half as much on a successful DC 12 Dex save.


    Spoiler: Derendil: Magic Gloves
    Show
    Gloves of Grappling
    Does not require Attunement
    This pair of gloves, while both are worn, grant the wearer a +1 bonus on checks to Grapple a target or maintain a Grapple, as well as on Athletics checks to climb or to maintain a grip.


    Spoiler: Derendil: Magic Spear (Investigation)
    Show
    When the bristling pile of spear heads and hafts is dug out of the wax construct, they gradually shrink back and meld into the haft of a singular spear. It shows no signs of acid damage, and swinging it around with a few test motions reveals it to be both light and keen. Yet no testing manages to get the additional spear heads to emerge from it.

    Derendil determines that currently it can be used as a basic magical spear with +1 to attack and damage rolls. If it were to be attuned, it has some property that must allow it to stab multiple targets at once. Being trapped inside of the construct must have been 'confusing' the spear.


    The Black Manta

    Settling in for a short nap, Topsy leaves the matter to Sarith's discretion, only commenting, "If you decide to just kill them, let me know," as he goes.

    Above, one of the kuo-toa marauders and a couple of the sailors are also out on the deck, anxiously looking out at the island. Time is a tenuous thing in the Underdark. With no day or night, things like water clocks are required to truly measure the passage of time. It certainly feels like the others have been gone for a long time, and the anxiousness is reflected double in the orog and orc pirates fidgeting with weapons. Their own lookout is peering through a scope up the slopes of the island with a grimace.

    "No one has step down off island," the orc lookout, one of those clad in dyed orange robes and a head wrapping, lowers his spyglass. "Do not like it. Staying still is not good." It's true enough. Lingering in one place in the 'dark is asking for some predator to spy them and decide it wants a snack. Or for pirates to show up. That ship has already sailed, it would seem.

    Spoiler: Active Perception DC 14
    Show
    An examination of their surroundings using the darkglass clues Sarith in to a shape out in the dark, near the twin peaks that form a 'gateway' into the bay they're anchored in. It looks like the prow of another ship poking out from behind the cliffs.
    Last edited by RandomWombat; 2024-01-07 at 01:17 PM.

  13. - Top - End - #133
    Titan in the Playground
     
    Amnestic's Avatar

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    Jan 2011
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    Default Re: Out of the Abyss, IC II

    Sarith Kzerkarit
    Drow Fighter/Phantom Rogue
    AC: 16 HP: 40/40 MP: 22/22
    PP: 16 PIv: 11 PIs: 10
    Conditions:
    Concentrating:

    "That is unfortunate." Sarith drawls in an exceedingly drow like way, seeing nothing with his own spyglass. "Did they leave you any instructions or orders for what to do if they took a while?"
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  14. - Top - End - #134
    Colossus in the Playground
     
    GreenSorcererElf

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    Default Re: Out of the Abyss, IC II

    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    During the rest: ALADIN works hard to craft some booties using the powder from the wish cup and the fallen wax soldiers, to protect the feet of chosen searchers from the acid. He also relays what information he could gather with regard to the royal egg, notably that it would be a great idea to expose the egg to a great deal of divine energy, to prevent this egg from going the same way as the previous queen, and regrets the sale of the radiant sword, as it might have been used to purify the egg.

    He does not notice anything amiss, being too focused on his work.

    Spoiler: OOC
    Show

    Rolled a 14 on the craft check.

    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  15. - Top - End - #135
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    0 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan throws the maul into the loot pile and spends the rest of their break applying bandages and patching himself up. His boots have seen better days, and he mourns for his poor, tortured soles. When the sound of others approaching becomes evident, he takes up a look out position and tries to spot them before they spot him and his friends.

    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 39/39
    34/34 MP
    10 Temp HP
    PP: 10 PIv: 12 PIs: 10 Sanity 10
    Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp)
    Concentrating on:
    HD:0/1 D12, 0/4 D6
    Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd

    Derendil approaches Ront with the gripping gloves and says "You may find more use for these than I, with your proclivity for, well... hand to skull combat. If not I will add them to our hoard for later." When the approach of possible enemies comes close, Derendil takes a position near Borthan, ready to leap into the fight if needed.
    Last edited by purepolarpanzer; 2024-01-13 at 11:23 AM.
    The Bear is Back.

  16. - Top - End - #136
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    As the party remains in place, Borthan and Derendil position themselves at the choke point of the hallway into the Queen's chamber. New, acid-proofed soles are available for their footwear if they wish to avail of them; ALADIN was able to make four wax coatings for their shoes. Cautiously waiting for the voices' source to appear, they see a pair of humanoids step into the nexus of the tubes to different floors ahead.

    A tall, narrow-shouldered but well-muscled orog with dark blue skin and pronounced tusks, accompanied by a short (even for his kind) derro, with an unusually well-sculpted chin scruff and a receding hairline, his head marked by dark age spots. Each of them is clad in a purple robe with a bronze collar, their chests marked with iconography of a wide open eye in the mouth of a horned fish. With a closer look, the orog's robes possess a shimmering sheen beneath his purple vestments.

    Spoiler: Perception DC 12
    Show
    The orog's robe is woven of mithral thread, allowing it to serve as armor.


    Their boots have a waxy protective coating on them, similar to what ALADIN made from the construct wax during their break. The derro has a hefty mechanical weapon hanging at his side, attached to a shoulder sling. A circular, serrated saw blade juts out of one end.

    As they reach the terminal of paths, the orog raises a bo staff with a glowing sphere at its head in his left hand, peering into the dim lavender light of the calming faerzress. "Hail?" the orog announces in Undercommon, uncertainly. From his position he can probably make out the silhouettes of the party in the faerzress, their haven from the acid situated directly in front of the hallway. "We come in peace. It seems that you have preempted our investigations of this hive. May we parlay?"

    Spoiler: ALADIN
    Show
    ALADIN recognizes an All-Purpose Tool similar to his own on the derro's belt.


    Spoiler: History: Derro (for ALADIN, Elara and, Galdar; the old party members attempted this check already)
    Show
    Galdar passes DC 10 automatically.

    Spoiler: DC 5
    Show
    Derro are a kind of duergar.


    Spoiler: DC 10
    Show
    Derro were once dwarves or duergar, but were driven mad and twisted by foul forces, believed to have once been slaves to the mindflayers not unlike the duergar - but subject to dark experiments. They now live among the duergar as second class citizens or slaves, only barely tolerated by the grey dwarves.


    Spoiler: History DC 15 AND Religion DC 20
    Show
    The two obscure, twin gods of the derro are Diiranka and Diinkarazan, former members of the dwarven pantheon disowned by Moradin. There are two conflicting stories of the gods' fall to darkness.

    One story states that the two gods were jealous after the other dwarven gods cast them out, and sought to create a new type of dwarf. They stole terrible artifacts from the ithillid diety, Ilsensine, who caught them in the act. Diiranka stabbed his brother and left him to the mercy of Ilsensine, fleeing with the artifacts and creating the derro on his own. Diinkarazan was captured and trapped in the Abyss to endure eternal torment, plotting his revenge on his brother and the derro from an Abyssal layer called the Prison of the Mad God, where he is Lord, Prisoner, and sole resident.

    The other story likewise states that Diiranka and Diinkarazan stole terrible artifacts from the ithillid deity. However, it was not to steal power, but to break free duergar worshipers who had been captured and enslaved by the mindflayers, and had been transformed into the mad derro by mindflayer experimentation. When they fled, Diinkarazan stayed behind to fend off Ilsensine, and was never betrayed by his brother, instead facing an eternity in the Prison of the Mad God for a selfless sacrifice. Diiranka in turn was able to save the derro, but was driven mad by the dark powers he stole from Ilsensine.

    Both the derro and their two gods are quite mad, and often dangerously homicidal.


    Spoiler: History: Eye Robes (for ALADIN, Elara, and Galdar; the old party members attempted this check already)
    Show
    DC is 5 higher for Elara, who is not an Underdark native. It is 5 lower for ALADIN.

    Spoiler: DC 15
    Show
    These robes belong to the Society of Brilliance. They are a relatively young faction in the Underdark, and they have not yet gained widespread fame. The Society of Brilliance is an elite group that accepts only the most intellectually prodigious or studious and learned into its inner circle, but maintains a small collection of applicants apprenticing or training to gain entry.

    One interesting facet is that they accept anyone from an Underdark species who meets their standards.

    If ALADIN succeeded by at least this much, his master has some fledgling ties to the organization and was considering joining.


    Spoiler: DC 20
    Show
    The Society of Brilliance is dedicated not to any single nation or creed, but to the pursuit of science, magic and technology in the interest of benefiting all peoples who live in the Underdark. Their members tend to be idealistic young intellectuals (or at least comparatively idealistic, when compared to their neighbors and kin) who are disenfranchised by their own backwards or xenophobic cultures.

    Rumors say they have many uncredited accomplishments, such as improving underground farming techniques and preventing disasters which other groups have taken the credit for.

    Spoiler: ALADIN Only
    Show
    The Society is not as young as some believe. Pains have been taken to scrub records, but ALADIN's master has contacts with deep, carefully guarded libraries. This is not the first Society of Brilliance. For a long time they have tried to bring peace and prosperity, but have come to clash with demon worshipers, drow and other predictable opposition at all turns. Yet it was not these forces that halt their march of progress each time, according to records.

    The surfacer secret society known as the Harpers, fearing the advancements the Society of Brilliance could bring (wittingly or not) to great evils such as the illithids or the drow, have regularly stepped in to cull the Society when it begins to gain too much traction and send it back into the forgotten realm of rumor. Each time, a few members must have gone into hiding, or someone they helped taken up the torch, because a new Society has always been born again from the ashes of the old.


    The Black Manta

    "We leave no orc behind," the robed orog states solemnly, turning to peer across the water at the Black Manta. "And yet, not leave our ship alone with you to find them." Raising his hand, the orog proposes, "We can both send two. And find our landing parties. Kill your slavers together. What say, drow?"
    Last edited by RandomWombat; 2024-01-13 at 12:21 PM.

  17. - Top - End - #137
    Colossus in the Playground
     
    GreenSorcererElf

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    Jul 2012
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    UTC-5

    Default Re: Out of the Abyss, IC II

    RONT
    Orc Brute Fighter
    AC: 19 HP: 51/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    Waiting in the non-acid wax, Ront looks at his acid splattered and melted armor, and frowns, clearly not happy with it as he relaxes, pulling out his commemorative cup, and filling it with water before drinking some.
    Offered the gloves by Derendil, Ront looks them over, and nods. "Good gloves. Great for tossing."
    He also takes them.

    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 15 PIv: 18 PIs: 13 Sanity: 10
    Conditions:
    Concentrating:
    During the rest, as he collects reagents while others collect magical items, ALADIN inspects the egg. "It appears that this egg has been tainted by the abyssal energy, which will likely mean that the new queen will also be tainted. It will hatch in around three days. We won't be able to teleport with it, as the magic radiating from the egg will likely interfere with the spell. Care should be taken to ensure that it can breath. When we have time, using identify should help to reveal the extent, but I would recommend that we take action to rectify the problem. I believe it would be possible to use Dawnbringer to purify the egg of the taint, provided we took care. Alternatively, hallowed ground, or a celestial could remove the influence. Three of the other eggs might also be saved, although the rest are too far along to be purified in time."

    After he finishes the construction of the protective wax, ALADIN offers them to the party. "With care, these should protect feet from the acid. Note that there may be other enemies within the hive still, so care should be taken."

    However, before he can really get going, and start to organize the looting efforts, the arrival of a new pair of non-bees derails his plans. As they arrive, ALADIN looks them over, assessing, he frowns, recognizing the robes the pair were wearing. Despite his assessment, he looks up at the duo, his dull eyes betraying nothing of his considerations. "Greetings. I am ALADIN. I was unaware that the Society was interested in the abyssal tainted Apidae Faerza. Do you know what caused the taint?"
    Spoiler: OOC
    Show



    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  18. - Top - End - #138
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 20 HP: 41/41 +8 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 3/5d8, Conditions: none
    Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara stays out of view, just behind whoever is closest to the new arrivals.

    "We should be careful. This could be a trap"

    Spoiler: OOC
    Show



    Turvy sheet
    Deep Gnome Wizard 5
    AC: 14 HP: 26/33 +11 THP PP: 12 PIv: 16 PIs: 12
    MP: 30/30 MD: 4/4d12 Sanity: -1
    Initiative: +6
    HD: 0/5d6, Conditions: mage armor, exhaustion 1
    Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
    Portents: 5, 10

    Turvy moves back before the newcomers arrive.

    "I'll be over here."

    He stays out of view, 50-100 feet away from them, wherever there is a good place to hide.
    Spoiler: OOC
    Show


    Last edited by Bobthewizard; 2024-01-14 at 03:37 PM.

  19. - Top - End - #139
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    The Hive

    Lowering his arm, the orog holds his hands at his side, palms facing out. Beside him, the derro's stance remains relaxed, drumming his fingers against the side of his belt out of either habit or impatience. "The Society is interested in anything pertaining to the safety of those who live out here. Anyone without an empire to guard them is at risk right now," he explains, his expression brightened at ALADIN's recognition. "It is good to hear our name spoken."

    "The alteration of the faerzress coincides with the arrival of Demon Lords on this materium, and areas rich in it have shown growing signs of corruption," he elucidates further. "Thus far, the corruption they've spread on of our plane has been limited by their apparent confusion, but magical beasts and monsters that are naturally attuned to the faerzress show signs of this corruption far sooner. We had hoped to study the Apidae Faerza and find a way to reverse this Abyssal influence. Speaking of the faerzress, I felt a shift in it as we approached the hive - something changing. Were your efforts here the cause?"

    "Maybe it would be better to introduce ourselves first, then socialize," his derro companion suggests brightly. His countenance is pleasant and upbeat, a stark contrast to Buppido's unsettling serenity - for those who'd known the derro prisoner before his parting near Gracklstugh. "I go by 'Y'," bending down in a bow, he strokes the small, neatly sculpted chin tuft on his otherwise bare, clean-shaven face. It makes him look a bit goat-like. "Detective and inventor, at your service."

    "Blurgh," the orog states. "And yes, that is my real name," he adds with a sigh.
    Last edited by RandomWombat; 2024-01-14 at 03:20 PM.

  20. - Top - End - #140
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 11 HP: 23/34 THP: 1 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1), 4 exp hit dice.
    Concentrating:--

    It is somewhat unfortunate that Faedryl isn't able to interact with the Society, given her goose form, but there's nothing she can do about it.




    Sarith Kzerkarit
    Drow Fighter/Phantom Rogue
    AC: 16 HP: 40/40 MP: 22/22
    PP: 16 PIv: 11 PIs: 10
    Conditions:
    Concentrating:

    "Tempting, but it hasn't been that long. I'm not so eager to rush into danger, they might still come out." Sarith says with an exaggerate yawn. "You can go if you want, but we're staying on the ship. I'd rather not get flayed for disobeying orders if my mistress did survive."
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  21. - Top - End - #141
    Colossus in the Playground
     
    GreenSorcererElf

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    Jul 2012
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    UTC-5

    Default Re: Out of the Abyss, IC II

    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 15 PIv: 18 PIs: 13 Sanity: 10
    Conditions:
    Concentrating:
    Standing near the fallen queen, seemingly without a care in the world, ALADIN shrugs at Blurgh's explanation. "Unknown. There was a change when the queen of the hive was slain, however we do not know if that was the proximal trigger for the change, or if something else occurred. Regardless, the remaining eggs are tainted." He pauses for a moment. "Perhaps you know of a nearby hallowed location to a goodly god, or a local celestial? They may be able to purge the taint, or I can attempt to engineer a solution."
    His initial questions asked, he shifts focus, looking at Y briefly, then at the party, then back at Blurgh, the clockwork in his neck whirring faintly at the rapid rotations. "It is unusual for Demon Lords to arrive on this plane and not be opposed by various divinities. Would you know which ones, and why there has been no response?"
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  22. - Top - End - #142
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    The Hive

    The queen's remains, such as they are, do not amount to much. Pieces of carapace, tips of legs, severed or broken off during the fighting. They lie strewn around the chamber. Her body itself dissolved into the unsettling orb of slime.

    "I am willing to attempt to purge the corruption from these eggs. Though I hold no love for skittering things, it would be heartless of me not to attempt to save a child," the Dawnbringer speaks up, echoing in the minds of those nearby after contemplating ALADIN's dilemma.

    Scratching at his receding hairline, Y looks off into the ceiling. "Goodly gods! Such a rarity down here, and so far from here are the halls of the dwarves and the gnomes. And yet," leaning back, he raises a hand and snaps his fingers. "I recall an old lighthouse on the Darklake that I was planning to investigate. They say it is cursed, haunted, generally malaised. But then they say that about anywhere old and abandoned," lowering his hand, he specifies, "It was once a temple of Gaerdal Ironhand, dedicated to protecting Blingdenstone from naval attack until the drow overran it. Who is to say what divine objects remain."

    "Thus far, the Society has identified six Demon Lords active in this region," Blurgh answers ALADIN's further inquiry. His mouth is set in a grim line. "Avoid the one wandering the Darklake at all costs, and do not pry into its identity or role. It is a thing of madness, and an unprotected mind cannot touch it even in thought and escape unscathed," he begins. "Laozed, the demonic patron of the troglodytes, is languishing in a crevice somewhere to the south. Juiblex and Zuggtmoy, the fetid lords of slime and fungi, are spreading their corruption in the west. And lastly, there is word that Yeenoghu and Baphomet are warring with one another in the Labyrinth region."

    "Gauntlgrym and the Mithral Hall are rallying their troops in preparation to march against the demons," Y adds. "With the blessings of the Mordinsamman and the support of their followers. But the cogs of nations turn slowly, and this was not a war they were prepared for. The duergar and drow, for their part, show interest only in securing their own borders. And Blingdenstone, still fresh in its recovery, is struggling to have borders." The derro titters, covering his mouth. "Pardon. Not trying to be rude, it just happens when I get nervous."

    Not wanting to leave it all in doom and gloom, Blurgh offers a hopeful smile. "Not all is lost. There are groups we are reaching out to for help. Three of our members are attempting to lead a revolt against the troglodyte leadership and overthrow the cult of Laogzed. One has sent word that his apprentice has put a stop to a demon cult among the kuo-toa and established Sloobludop as an unexpected safe haven. And I hope to persuade old friends among the Darklake pirates to put aside their grudges for now, and fight the demons."

    The Black Manta

    Though the orog doesn't seem particularly pleased with Sarith's remark, he kicks a barrel and grunts. "Maybe I am being impatient. I will give them more time." He begins pacing back and forth once more. How long his patience will hold, who can say. But if they are forced to divide their numbers further, their ship could become easy pickings.

  23. - Top - End - #143
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 15 PIv: 18 PIs: 13 Sanity: 10
    Conditions:
    Concentrating:
    Adding the potentially accurate data into his questionable databanks, ALADIN seeks to recall what he knows of the various demon lords mentioned, and how they might have came here, looking to assess the reliability of the information that Y and Blurgh had proffered.

    Spoiler: OOC
    Show

    (1d20+2)[12] Insight(Is this believable?)
    (1d20+8)[17] Arcana: Darklake?
    (1d20+8)[16] Arcana: Zuggtomy
    (1d20+8)[23] Arcana: Laozed
    (1d20+8)[18] Arcana: Jubilex
    (1d20+8)[13] Arcana: Yeenoghu
    (1d20+8)[21] Arcana: Baphomet
    (1d20+8)[28] Arcana: How might they have gotten here.

    Does ALADIN know anything about the lighthouse?
    (1d20+8)[21] Know: History

    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  24. - Top - End - #144
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 20 HP: 41/41 +8 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 3/5d8, Conditions: none
    Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara listens as the newcomers describe all of the demons that have arrived nearby. She is concerned that this might derail her attempt to get back to the surface. She likes that the others are helpful people, but she doesn't want this quest to distract us from our mission to escape the underdark. However, first we need to get back to our ship safely. If these two wandered into the hive, what else could be coming.

    "Let's get back to our ship. Then we can discuss demons. Although it seems like there is always some powerful evil budding down here."

    Spoiler: OOC
    Show



    Turvy sheet
    Deep Gnome Wizard 5
    AC: 14 HP: 26/33 +11 THP PP: 12 PIv: 16 PIs: 12
    MP: 30/30 MD: 4/4d12 Sanity: -1
    Initiative: +6
    HD: 0/5d6, Conditions: mage armor, exhaustion 1
    Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
    Portents: 5, 10

    Turvy cautiously approaches the others. He of course wants nothing to do with these demons. He thinks we should just run. He's getting good at running away from trouble and doesn't think there's anything this fight can offer him and Topsy.

    "Yes. Let's get back."

    Spoiler: OOC
    Show



  25. - Top - End - #145
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Spoiler: ALADIN Knowledge
    Show
    Spoiler: Insight
    Show
    If he hadn't seen the state of the demonic corruption in the Apidae hive and the gnoll 'pilgrim' they encountered on the pirate ship, the idea of Demon Lords walking the land would seem like a flimsy tall tale. It's still possible that the crisis has been exaggerated and these two are repeating rumors, of course, but there is sufficient evidence to confirm Yeenoghu and Juiblex's influence is at play.


    Spoiler: Darklake Entity
    Show
    There are tales of a dark and mighty Prince of Demons, whose spoken name alone can spread fear, misery and madness by invoking his power. Paladins and priesthoods of the goodly gods suppress knowledge of this entity for that reason. It is likely the entity the Society refers to.


    Spoiler: Zuggtmoy
    Show
    The demon queen of fungi, Zuggtmoy, embodies decay. Though she would often claim to her cultists to be a natural force in the world, she is anything but; the fey lord Psilofyr represents the true natural course of fungal life. It is only a ploy to bring nihilistic druids into her fold. Her appearance is an effigy of a humanoid, vaguely female form made out of fungi.

    She is rival to Juiblex, the lord of slime and ooze, as they compete for the same layer of the Abyss. Zuggtmoy's 'blessing' often takes the form of spores that take root in their host and gradually overtake them from the inside - not unlike a cordyceps mushroom in ants. During the gestation period of the fungus, Zuggtmoy cultists gradually develop many physical benefits, such as increased strength and rapid regeneration of wounds.


    Spoiler: Laogzed
    Show
    A true lord of gluttony and sloth, Laogzed the Eater of Souls is not a Demon Lord - not anymore - but an Abyssal deity similar to Lolth, and one of the most dull and simple-minded divinities to exist. Unlike Lolth, his influence is barely on the edge of sustaining his own divinity, and thus he is often counted in the same breath as Demon Lord cults. He has the appearance of a morbidly obese lizard-toad.

    Laogzed did not gain divinity by scheming, hoarding, and growing his influence. He crawled from some forgotten corner of the Abyss into the Dismal Caverns, finding the terminus of the River of Blood - the place where all the waste of the Fiendish planes flows. There he sat, for ages, growing fat upon anything and everything that flowed down the river. Did he gain divinity by sheer gluttony alone? Or did he swallow some god or demigod and digest them, gaining a spark of true divine power? Was he ever a Demon Lord in the first place, or just a common demon who skipped steps to ascend? Who knows. His sapience is questionable, and no one can ask for fear of being eaten soul and all.

    Worshiped by the troglodytes, rare cults, and some demons, Laogzed's demands of his followers are simple: to feast. It is believed that eating greedily sends some of the food to Laogzed, making the simple act of overindulging a religious rite. Often this involves cannibalism and eating sapient flesh. They are given clerical magic in return, though he offers neither omens nor demands. The power is simply theirs' to do as they please, in simple gratitude for the feast. It makes his worship a tempting prospect for those who desire easy power.


    Spoiler: Juiblex
    Show
    Juiblex, the demon lord of ooze, is a simple creature. A great and terrible ooze. While he possesses a sharp and dangerous tactical intellect, he rarely uses it to scheme and plot as his rivals do. Juiblex desires one thing and one thing alone: to consume. In many ways, he shares similarities to Laogzed, but possesses a more dangerous mind and a deeper ambition. Thus his infestations on the material plane are swift and dangerous, but lack the staying power of cleverer evils. Like a plague that burns itself out.


    Spoiler: Yeenoghu
    Show
    Yeenoghu is the creator and patron of gnolls, the Demon Lord of rot and ruin. He represents himself as the breakdown of all society, and particularly loves whenever his followers can topple and raze a city. His appearance is that of a massive, mangy gnoll. Or perhaps it is better said that gnolls appear like smaller Yeenoghus.


    Spoiler: Baphomet
    Show
    If Yeenoghu were more intelligent, he would be Baphomet. Taking the form of a towering humanoid with traits of a minotaur, but twisted stag horns, he is possesses an intimidating stature. He and Yeenoghu often come into competition, with Baphomet usually emerging the victor. Neither of them, nor the tomes of history, recall how their rivalry began.

    Baphomet is the lord of primal savagery, and his guidance urges his followers to abandon reason and live like beasts. He is worshiped by minotaurs, by other monstrous creatures, as well as some radical fallen druids. Baphomet possesses enough true worshipers in the world that he may be on the cusp of achieving a dark divinity, but his incompatibility with structured organization hampers this last stage of growth.


    Spoiler: How did this happen?
    Show
    For even a single Demon Lord to step into the material plane in person is a multinational crisis. For several to enter it at once carries the potential to be the next great world disaster. The power required for this to happen would be colossal, possibly the work of a Demon Lord or dark deity.

    According to what ALADIN has heard, these rumored Demon Lords on the loose are as confused by this sudden exodus as the people they are terrorizing. It could have been orchestrated by a rival to shunt them from the Abyss in order to gain power, or by one of them seeking to smokescreen their schemes or invasion with the others.

    Ultimately, though, given the scattered dispersion and complete lack of coordination - even for the Abyss - ALADIN can't shake the feeling that this was an accident. Something unintentionally gone very wrong. Perhaps a truly colossal spell or ritual gone wild in the faerzress, as their own spells have been, causing an Abyssal tear in the faerzress itself? Areas rich in faerzress have weak boundaries to the chaotic planes, after all.

  26. - Top - End - #146
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 11 HP: 23/34 THP: 1 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1), 4 exp hit dice.
    Concentrating:--

    Faedryl lets out a short, objectioning squawk at Elara's words. There's still the rest of the hive to investigate and loot. If the Society is here, someone else presumably is as well, and she hasn't suffered this indignity just to let someone else waltz in and take the treasure they're due because they backed off.

    Of course she can't communicate any of that. Because she is a goose.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  27. - Top - End - #147
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    RONT
    Orc Brute Fighter
    AC: 19-2 HP: 51/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    Feeling rather confused by the rapidfire exchange of conversation between the tiny mechanical gnome and the newcomers, Ront finds something he does understand as Elara and Turvy speak up. "Loot. Then go."


    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 15 PIv: 18 PIs: 13 Sanity: 10
    Conditions:
    Concentrating:
    ALADIN allows a frown to appear on his face as he assesses the information provided. "It is most unusual that so many demon lords would be here at the same time. Do you know what caused it? And perhaps it will be possible to get the demon lords focusing on each other, rather than on everyone else. And as no one else has yet spoken, I believe we are planning to select a group to complete our exploration of this hive, and secure what items of value we are able to locate."
    He pauses, before looking away from Blurgh and Y. "I was able to create four sets of coatings to protect shoes from acid, and my own boots are protected as well. Who would like to assist in searching the hive, and who would like to maintain the base camp?"

    Spoiler: OOC
    Show



    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss
    Ileana, Godlings

  28. - Top - End - #148
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    The Hive

    "We are still in the process of investigating the whys and hows," flashing his teeth, Y rubs his hands together. "Leads are thin right now. We hoped we could learn something here. If any of you has testimony to share, I would be most grateful!"

    "I also see there are still some eggs intact," looking past the hallway into the room, Blurg folds his hands together. "If you are willing, please leave some of the eggs behind. We would like to study them for clues. And if you happen to have found an intact queen's egg, I would be willing to trade magical items and services for it. With it, we may be able to restore the natural ecosystem here."

    "I have inventions you might find useful!" Y exclaims, pulling his cloak aside to reveal a series of cubes and spheres on his belt, apparently quite eager to show them off. "My Port-a-Closet, the very peak of campsite comfort and convenience! And my pocket glider suit, for instance!"

    "If you have need, I can scribe scrolls of useful spells such as dispelling, flight or banishment," the orog boasts, perhaps of his most powerful spells.
    Last edited by RandomWombat; 2024-01-17 at 10:33 AM.

  29. - Top - End - #149
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    0 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan, moving from his defensive position to make himself visible, speaks up. "I think we can let you have some eggs, long as we're properly compensated. We've got someone who could negotiate this whole deal a lot better than me, but uh... they're pretty fowl mouthed..." Borthan smiled in a wide grin and gestured toward Faedryl. "You think you can change her back? We can't really negotiate in good faith, and I just do the grunt work around here, but our Mistress Goose here understands a lot more of this than I do. I just remember melty golems, demon infested bees, my hand glowing real bright with a voice in ma' head, and fighting poisonous flaming goo. You turn her back, then we can talk turkey... wait, was that a pun too?"
    Last edited by purepolarpanzer; 2024-01-17 at 03:55 PM.
    The Bear is Back.

  30. - Top - End - #150
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    The Hive

    "Ah, your companion is under a curse or polymorph of some sort? I will see what I can do. May I?" the orog motions to request access to their camp, such as it is. Assuming he is given entry, he walks slowly in, leaving Y fidgeting in the hallway - not, it appears, out of nerves; but out of excess energy and inability to sit still.

    Standing above the goose that was Faedryl, Blurg extends his hands and forms them into a rectangular reticle, aiming them at her. He remains focused for about a minute, blue light rippling between his fingers, behind his eyes, and sparkling in his temples. As he finishes carrying out the Identify spell, he blinks and rubs his dry eyes, then nods. "Thankfully, it is not a curse. I have some scrolls for unraveling them, but this is removable with a simple dispel. A wild magic surge seems to have tapped into Feywild energy. You are fortunate nothing Abyssal manifested. Now..."

    Folding his arms, Blurg taps his chin. He addresses Faedryl, "This magical event, for it is not truly a spell, has left a residue on you. In time, it will stabilize now that the faerzress has calmed. I estimate about two days' time. If I dispel it now, the residue will be washed away. If I allow it to remain, you may learn to invoke it yourself later on - so long as you are within the faerzress. That is, you will gain the ability to transform into this form and back out again so long as you are in a faerzress-rich area. I can also attempt to stabilize the magic more swiftly 'overnight' at our campsite. Do you wish me to wash away the magic now, attempt to stabilize it, or leave it to progress on its own? If you wish to participate in negotiations, I do possess a potion that will allow the imbiber to speak with animals. So this need not be a factor in your decision."

    Spoiler: If Faedryl decides to get rid of it now
    Show
    With a motion of his hands, Blurg unwinds the tangle of Weave around Faedryl, and she shifts back into her normal drow form. Clad, thankfully, in at least her sister's underwear.

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