Out of the Abyss session 4: Approaching Blingdenstone

Last time, our heroes become embroiled in Gracklestugh politics, ended up allied with the powers that be, and were given directions to Blingdenstone, along with permission to leave the city. As usual, we had Navarre (a half-elf rogue), Barakus (tiefling monk), Varys (half-drow ranger), Zinaella (half-elf paladin) and Brynn (gnome wizard). Brynn was absent for the last session (a player was away) but she’ll rejoin the group this time. Also in tow was Topsy, a deep gnome wererat NPC.

The group left Gracklestugh, and had a few uneventful days of travel. The tunnels gradually became less organized and ordered, as signs of the duergar craftsmanship faded into the chaos of the Underdark. As they entered a broad cavern filled with a glowing mist (faerzress), they heard voices up ahead. Barakus and Navarre snuck up, and saw Brynn—who had left the group after Neverlight Grove to travel with the myconids—talking with a derro. This derro was well-dressed and calm (unlike others they had encountered) and appeared to be instructing Brynn in something.

The two revealed themselves, and Brynn introduced them to the Derro, Y. He was a member of the Society of Brilliance, a group dedicated to understanding all of the Underdark. The rest of the group joined them, and they all began catching up on their various adventures.

Suddenly, crossbow bolts shot out of the dark. Navarre and Zinaella were hit, while the others sailed over the group’s heads. Navarre collapsed, while Zinaella fought off what he soon realized was drow poison [the drow pursuit hadn’t really come up yet, so I wanted to use it here]. The group sprung into action [the drow scouts rolled high on sneak, and Navarre failed his Constitution saving throw against the drow poison]

Varys spotted four drow scouts crouched behind a ledge, and began firing arrows to give the rest of the group cover. Zinaella rushed to Navarre to try and wake him, while Barakus teleported through the shadows to reappear behind the drow [he used misty step]. As Navarre groggily opened his eyes, Brynn cast a ray of frost at the drow. The spell fizzled as she cast it, however, and she felt strangely powerful [I rolled on the wild magic table because of the faerzress, and the spell granted her resistance].

Barakus began attacking the drow, felling one. They managed to wound him in their counterattack, although one swung too hard and fell over the ledge, falling in front of the party [he rolled a 1 in his attack]. Navarre raced up to join the fight, while Zinaella rather unsportingly killed the prone drow [I considered penalizing him here as a paladin, but let it slide]. Suddenly a modron, a sentient clockwork being, appeared in the combat and began walking around in circles.

The group found this odd, but focused on their task and quickly killed the rest of the drow. Navarre gathered their poisoned crossbow bolts and grabbed one of the hand crossbows as Y ran up. He explained he had tried to summon the rest of the Society, but the modron appeared instead. Something in the faerzress had been interfering with magic lately.

Y tried again, and the remaining members of the Society appeared. They were a troglodyte, an orc, a mind-flayer, and a kuo-toa. The group didn’t have much time to learn more about this strange organization, as just then the drow priestess who had captured them burst into the cavern, flanked by guards and another priestess.

The Society of Brilliance demanded the drow leave, and not interfere with their business but the priestess was intent on reclaiming her captives. As the drow advanced, the Society worked together to cast a spell, teleporting the drow out of the cavern. Unfortunately, the faerzress caused the party to teleport as well. They reappeared out of sight of the cavern, and the Society.

They decided to continue to Blingdenstone. The group heading through zig-zagging tunnels sloping upwards till they came to a broad plateau. As they crossed it, they arrived at a vast cavern filled end to end with spider webs. Barakus recognized this as the famed Silken Paths [a set encounter]. The group then debated whether to try and cross the Paths, or to find a way around. Varys, Barakus and Brynn voted to cross, while Navarre and Zinaella voted to go around. As majority rules prevailed, they decided to head forward.

The group set out carefully across the webs, trying to stick to the stronger and thicker strands. After a short distance, the entire strand they were walking across snapped. Brynn, Varys and Barakus fell 30 feet, landing on and sticking to another strand of webs. Zinaella and Navarre managed to grab hold of the strands as they broke, but realized they were far from safe. Five giant spiders crawled towards the group, drawn by the vibrations in the web.

As they approached Zinaella and Navarre, they stopped, glanced back and forth between the two, and as one attacked Navarre. Three of them managed to bite him, while he dodged the other two. He was wracked with pain from the bites and the poison, but managed to stay upright. Varys, meanwhile, climbed up the webs to help as Zinaella killed one of the spiders. Once again, however, Navarre’s selfish nature won out and he dove for the lower strand, leaving Zinaella to his fate [he’s a CN character, so does things like this often, although no one called him on it]

The spiders were not interested in Zinaella, however. Two of the spiders leapt down after Navarre, while the other two fired webs at him. Too injured to dodge them, Navarre soon became completely covered in spider webs.

Suddenly, the group heard “Yuk-Yuk and Spiderbait to the rescue!” in goblin-accented Undercommon. Two goblins slid down a series of webs, hurling jars of fire at the spiders as they did. They managed to drive off the spiders, and freed Navarre.

The goblins introduced themselves as “web surfers,” who travelled up and down the Silken Paths. They offered to take the group through for 6gp a day [it was supposed to be 2gp, but the group rolled badly on charisma checks in conversation]. The group agreed, and they set off.

As they did, they discussed why the spiders had fixated on Navarre. Barakus remembered Navarre had stolen gems from the temple of Lolth in the drow camp. They realized they might be cursed. Fishing them out of his pack, Navarre dropped the gems into the ravine.

They traveled a day without incident, although there were a few near misses as party members almost slid off the webs. That night, they stopped in a spot where multiple webs came together, creating a sort of hammock. As he turned in his sleep, Navarre felt something jab him in the side; opening his pack, he found the gems he had tossed away. He did not sleep well that night. The next day was also uneventful, and they traveled carefully through the ravine until resting on filthy rags the goblins laid out over the webs. [I wasn’t rolling anything when I checked for random encounters]

The third and final day, as they neared the other side, Navarre noticed movement up ahead. The entire group hid among the webs, and watched as they saw a spectator—a minor beholder—float through the webs. The group waited till it had passed, they sneaked forward, avoiding its notice [I was a little disappointed, as this would have been a cool fight. Oh well].

Yuk-Yuk and Spiderbait brought the group onto solid ground, took their payment, and “surfed” back through the webs, disappearing from sight.

The group travelled on, eventually coming to a stream that was bordered by beautiful and bounteous mushrooms. They realized the stream must flow into Neverlight Grove. After stocking up on food, they moved on.

The paths they were following sloped downward, eventually opening up into a broad cavern. As they walked forward, the group began to feel woozy. Navarre realized it was natural gas, but Brynn thought the air felt fresh and they should travel on [she rolled a 1 on perception]. Navarre won out, and the group retreated into the tunnel. They decided to fire a flaming arrow into the cavern to ignite the gas, so they could continue [this was a very bad idea, but I thought it would be fun to see through]

The group backed up until they hit a curve in the tunnel, and Varys fired. At first the flame seemed to sputter, when suddenly the entire cavern lit up with flame. A fireball tore down the tunnel towards them, throwing the group against the wall and injuring all of them.

As they stood up, their ears ringing, they heard two things. One was the sound of shouting coming from behind them; they could hear the unmistakable criesof the drow. The other noise was a rumbling coming from above and in front of them, which gradually got louder. They realized the cavern was about to come down around them, so they ran forward just as the drow came into sight.

The ceiling collapsed, and the drow disappeared among the rocks and boulders. The group ran on for a short distance before the tunnel both ahead and behind them collapsed. They were trapped, until they noticed a crack had appeared in the formerly solid tunnel wall next to them. Zinaella grabbed his crowbar and began prying at the crack, and they found a passage beyond it. [this is the Oozing Palace set encounter, which I thought worked well with the cave in]

Moving into the passage, the group realized this was some sort of humanoid-made structure. The corridors were straight, and paved with stones. The walls were covered with decaying tiles. But everything was moist and slimy, with dripping noises echoing faintly around the group.

They moved forward into a larger chamber when suddenly Zinaella screamed out in pain. A grey ooze had dropped onto him, burning his armor. Navarre rushed forward to scrape it off, dissolving his dagger in the process. As the ooze fell on the ground, Zinaella and Barakus—both of whom had magic weapons—hit it until it shriveled up.

The group moved on, but stopped as they saw what looked like a skeleton floating in the passage ahead of them. Suddenly, they heard “who am I? what are you?” in their heads. They soon realized they were looking at a gelatinous cube, but one that could apparently communicate telepathically.

They tried to be friendly, and struck up a rapport with the creature. It called itself Glabbagool, and only recent became self-aware. It told them of its “friends” in the tunnels ahead, and their hunger. When the group mentioned they were heading to Blingdenstone, it said it felt a “call” to that city. [I tried to roleplay this a bit, having Glabbagool act confused about the creatures he was talking with. After one of the group said “like us,” Glabbagool used “us” as a signifier- “you-us,” “me-us.” I think it had the desired effect]

The group moved on. As they entered another larger room, a grey ooze tried to drop onto Varys but missed. They quickly killed it. After that, Glabbagool offered to travel ahead of the group to protect them.

They came to a dead end cavern that was slowly filling up with water. After searching it and finding nothing, they backtracked till they found a narrow passageway. Glabbagool went first. After travelling halfway down the passage he suddenly sunk into the ground. They realized he had fallen into a pit. Glabbagool told them of his “hungry friend” in the pit. Interpreting this to mean another ooze [it was actually a black pudding] they decided to jump over the cube, them have him follow them to block the ooze.

It was a good plan, in theory. Everyone jumped safely over except Brynn and Varys, who fell short and landed on Glabbagool, taking acid damage. He was very apologetic.

Moving on, they found a room with a crumbling fountain in the center and statues in niches along the wall. The group searched the room and found a magic dagger, some gold, and potions in the fountain, but no way out. Thankfully, no one touched the “statues” [which were actually oozes].

They went back to the cavern and saw that it was now knee deep full of water. After deliberating for a bit, Varys boosted Navarre up to look at a crack in the ceiling where water was coming in. He reached his hand through the crack [kind of a risky move, but I decided not to mess with them] and felt more water up above them. The group decided to try and break open a passageway in the ceiling and swim away, hoping they could find dry land. After chipping away at the ceiling, the group members swam up—Glabbagool floated—and realized they were in a gently flowing river. They came to the bank, dried off, and moved on.

Tune in next week for the group’s adventures in Blingdenstone…

Origin Stories: Arkdo

My gaming group just finished their latest session of D&Ds’ Out of the Abyss (see latest walkthrough here). They made it to Blingdenstone, and discovered even in this relatively safe city, threats still abounded…I’ll have it up soon. But first…

In this installment in my ongoing Origin Stories series, I want to discuss a character I made for a non-D&D game. As I’ve mentioned, I played Fantasy Flight’s Star Wars RPGs with an old group. These are really fun games that capture a lot of the flavor of Star Wars. This character was for Edge of the Empire, a game setting focusing on the seedier side of the Star Wars Universe (see my walkthrough of an adventure I wrote here). Other settings include Force and Destiny (focusing on force-users, as I’ve discussed) and Age of Rebellion (where you play as part of the Rebel Alliance).

This post is a bit shorter, so I’ll include it all as one post, instead of putting it up over two weeks.

The character I created was Arkdo, the Duro archeologist.

Arkdo grew up on Dantooine; his parents, originally from Duros, fled when the Empire took over and made their way to the Outer Rim. His parents were pilots, helping move cargo through the system and nearby systems and shuttling passengers around. Arkdo helped them out, learning how to fly and astrogate, but he spent most of his time exploring the Jedi ruins on Dantoiine.

During one exploration, he met an old man, who befriended him and taught him much about the ancient Jedi. The man turned out to be a Jedi in hiding, which Arkdo learned when a bounty hunter hired by the Empire found him and killed him. Arkdo then decided to strike out on his own. Getting his parent’s blessing and the meager inheritance they had set aside for him, he set out to make his way in the Outer Rim.

His talents at astrogation and piloting, as well as the skills he gained in Old Republic lore, exploration and archeology, helped him get steady work with the salvagers and treasure hunters who exist at the edge of the Empire [see what I did there?]. Arkdo eventually joined a steady crew hunting for ancient relics to sell to wealthy buyers. On one expedition beyond Subterrell, they found a long-lost Jedi outpost. Among the relics were data on other Outer Rim outposts, which the crew realized would lead them to vast stores of treasure. The crew’s commander knew the Empire had begun collecting all remaining Jedi relics, and thought they could sell this information to the Empire for a lot of money.

Arkdo decided then he would rather be principled than rich. Remembering his Jedi mentor, he resolved to never let this information or the Jedi relics fall into the Empire’s hands. He stole the information and crippled his crew’s ship, before escaping by offering his astrogation services to a smuggler who had landed on the planet. He disappeared into the Outer Rim, his forbidden knowledge guarded carefully, constantly looking over his back for the crew he had betrayed…

Character Creation: Arkdo

This character came about through some good interactions with my GM. When we started playing EOTE, I created a Scout character from the base EOTE rulebook. After playing a session, the GM thought I was going more the route of an archeologist, a character from one of the EOTE expansion books. I checked it out, noticed the illustration was a Duros, and decided I’d play a Duros archeologist.

Character creation is a little complicated in EOTE. It’s a mix of Shadowrun or Firefly/Serenity—when you have a number of points you can use to create customized characters—and D&D, with its set character classes. You start with a career and specialization, like Bounty Hunter-Assassin or Explorer-Scout. Then the race you choose starts off with beginning characteristics (for example, Wookies have high Brawn), and a set number of XP. You choose these XP to build your character through characteristics, skills and equipment.

For Arkdo, as I mentioned I wanted him to be a Duros, and used the Archeologist specialization for the Explorer career (which is part of an expansion pack). I knew I wanted him to be smart and cunning, and also able to use a weapon, so I bumped up his agility (which is used for ranged attacks), intellect and cunning. Most of his skills would go towards his knowledge of lore and the Outer Rim, as well as perception (useful for finding ruins and relics) and survival, for exploring. I gave him a few skill ranks in ranged-light (for things like blasters) as he likely had to defend himself a lot while exploring. Finally, after buying his weapons, I got him equipment appropriate for an archeologist, like macrobinoculars and scanners.

The other cool thing about EOTE character creation is the obligation mechanic. The idea is that everyone exploring the edges of the Empire has some complications in their past. It could be a family they left behind, a debt to a crimelord, or a cause they’re devoted to. These give characters resources, but also lead to complications. At creation, characters choose an obligation, and can add to their obligation value in order to gain more XP or credits to buy equipment. But at the start of every session, the GM rolls dice based on the party’s total obligation value; if the roll comes up right everyone faces some adverse consequences. It’s a cool way to introduce risk into the creation process.

I chose the betrayal obligation, and bumped it up a bit for more equipment. As I was creating Arkdo, I was thinking of his backstory, and the betrayal option inspired me to come up with his introduction to adventuring I discussed in the previous post.

Arkdo ended up being fun. He was not as cutthroat or mercenary as others in the party, since he saw himself as a noble figure trying to gain knowledge of the past. And he was obsessed for searching every market or ruin for relics of value. But his knowledge of ancient sites and Outer Rim societies and governments came in handy pretty frequently.

This was a good example of coming up with a general idea for a character, and then letting the mechanics flesh it out.