A few years ago, four elemental prophets led their respective cults in a quasi-unified effort to rain unprecedented destruction down upon the Sword Coast. Among these false prophets, one in particular became infamous among the water-dwelling citizens of Faerûn: Gar Shatterkeel. His tale, possibly a mixture of unreliable verbal accounts and fable-like exaggerations, passed from one community to the next.
The part of the tale that reached the normally isolated Locathah communities in the depths of the distant Sea of Fallen Stars can be summarized as thus: Dour and morose, Gar became the prophet of Olhydra, the elemental Princess of Evil Water, and the leader of the Crushing Wave cult. He was embittered by a life of suffering at the hands of others: pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die on the open sea, where he lost his arm to a shark. Gar saw the elemental power of water as the only thing of value in his life and gathered others who felt similarly. Once favored by Olhydra, Gar wielded the elemental weapon Drown, a magical trident of great power, and his missing arm was replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he could channel her innate magic, which inspired awe and fear in the other Crushing Wave cultists.
Fortunately for the denizens of the Sword Coast, and Faerûn at large, heroes discovered the collective plots of the elemental prophets and put an end to their machinations, defeating each of them in turn, and sending each prophet back to the evil elemental being they revered and served. With the elemental prophets banished to other planes, their respective cults lost the favor of their evil patrons, and sundered.
Of late, strong and repeated storms have taken down many ships travelling a particular area within the Sea of Fallen Stars. As ship after ship has been destroyed by wind and wave, they have come to rest at the bottom of the sea. Some have begun to doubt the nature of these storms.
The storms and sunken ships have drawn the attention of wizards in two powerful nations located on opposite ends of the Sea of Fallen Stars: Turmish and Thay. Unfortunately, these two great nations are so embroiled in their own conflict with one another that neither has the resources to devote to exploring this newly charted area of danger. Instead, their ships choose to chart a course around the area, avoiding it altogether for the time being.
Who might stand against the might of storms? Perhaps new heroes will come to surface and seek out the source of these calamities.
Locathah are resilient and proud fish-folk who have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water. Over many generations, locathah communities have learned to be mostly peaceful, but small groups of experienced warrior are kept within reach should their expertise be needed to defend the communities from outside dangers.
With the mystical storms being left unchecked by the nearby large nations, perhaps new heroes will seek out the source of these calamities. Coming from a quiet race of fish-folk, the nearby locathah communities are indeed alarmed at the violent turn the waves have taken so near their home. Even now, champions rise from their ranks to seek answers and make the Sea of Fallen Stars safe once more for their people.
For the last few moon cycles, a war has raged among those who dwell above the waves. The lands called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even launched an assault on the sea elf city of Myth Nantar! Outrageous!
Not even the locathah communities have been left untouched. The communities had dispatched whatever few warriors they could spare during these conflicts: locathah with enough fighting experience acquired through their own past travels or repeated dutiful training and meditation. The community has sent each of you to assist the Turmish in driving these foul undead creatures away, and in this endeavor you have experienced both glorious successes and dismal failures. The war still rages, but each of you have since returned home to make sure your loved ones and the community at large are safe.
Recently, the waters in a nearby area have grown swift and angry, and the skies above show no blue or beautiful bright light. Hence, the locathah have come to refer to this strange mystical area as the 'Darkening'. Many ships from the surface have sunk in this Darkening and the coral has quickly grown to envelope the remains, so quickly as to no doubt be unnatural.
The elders are worried, as the source of this strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the Darkening and discover what evil has come to reside so near your shoals.
(OOC: We are ready to jump straight in from this point, but please take a moment to describe your character, how they look, and what they are doing.)
Gl'Ulp was sitting at his favorite rock - just a few yards offshore - and contemplated his new finding from a ship, that sunk not a week ago but looked as if it was under the sea for months. "The finding" was a metal hip flask, engraved with a picture resembling a mermaid (the artist clearly never met merfolk) and still had some liquid inside but the fisherman hesitated to open it. At his quite late years (Gulp did not feel old at all but the scale begun to loose its rich seaweed green color and barbels were very respectably long) he had to get used to disappointments and yet still tried to avoid it. What if this is just some old tea inside? He would not mind fresh - one of a few good things about humans cuisine - but the spoiled one was disgusting.
Gulp shook the flask one more time, sighed and opened it. Well, it was not tea. Master Fen'Chou would recognize black rum probably before Gulp would even feel the smell. The monk still was not that fast but good enough to immediately close the container - he knew both the taste and the effect. Still, not a total loss - could be used for his own brews, far less deadly for locathah stomach.
In general the morning was well spent - fresh fish (less and less with these "Darkening" but still enough), a useful item, and just an hour ahead - a new journey. Gl'Ulp rarely said it but he missed the road, despite all the complications bound to it. He packed everything he deemed worthy last evening and was ready to march at a moment notice. One last meeting with the elders - and the small group of the village's warriors will be on their way!
Barnacle took to the deeper water to make sure he had not gotten to rusty, making sure that he would be ready for a fight if it came to that. While for the most part his people tended to keep to themselves, he was a bit different. He had spent the last two decades serving as a guide for ships, even fighting off the dangers that could come up from below. His fighting experience showed through the weapons and armor they words some even giving off an aura of magic for those that could sense it.
From his years of fighting he had scars to show, several small ones that littered his body and a few larger ones that were noticable on his face and arms. While he was middle aged he looked strong with clear muscle, his scales having only just started to lose the luster of youth. His yellow eyes were calm but he had a tendency to constantly scan over places he has not been to for a while.
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Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
The gathered Locathah see a warrior garbed in a not much other than a loin cloth and large leather and gold inlaid belt, leaning on a nasty looking pike and seemingly looking for someone to provide some direction. As he waits, you cannot but see that nervous energy radiating from him, energy akin to a coiled spring, and also notice that he is sizing up the other warriors amongst the group.
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"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Undertow stood on the dune, kneeling on the warm sand. Looking out on the horizon, he noticed the waves calming down momentarily, then crashing into themselves once again. He chuckled to himself. Change. Life is all about change, like the seas, he thought. Today had been a relaxing morning. He hadn't received any more bad news from either side of the shore, and he and Riptide, his octopus companion, had a filling meal of fish. He looked at the sky and measured the space left until the sun touches the sea. Two-fin sky. The elders are expecting me soon.
Undertow dove into the water, his torn tail fin instinctively flapping. His scales were a brilliant venom green, but patches of them were still the teal color of his childhood. He was covered head to fin in scars, most small, but a few were fairly noticeable, such as the gash on his shoulder, and the grazed cuts on his arms. Tales of a brave fighter, his mother called them. Signs of a reckless risk-taker, his father said. However, Undertow had shown how useful his excursions to the land have been. He approached the circle of rocks where the elders gathered in times of need.
Just another extradimensional, reality-warping guy He/Him *smacks table* DRAGONS "You are only given a spark of madness. You mustn't lose it." -Robin Williams Head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms It's completely safe* * note, the OIADSB Cult is not responsible for any loss of limb, soul, or sanity Ammus Qelunax - White Dragonborn Ranger (Drakewarden) | Dernis Zorqrin- Black Dragonborn Ranger
A smaller Locathah stands off to the side, humming to himself. He appears young, although fully transitioned to his adult colors. He’s fiddling with what seems to be some sort of pipes, and has a rather far away look in his eyes. He seems filled with nervous energy, and is constantly doing something with his hands.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Sandlot floated before a small alcove in their home, staring daggers at the set of scale mail armor set within its recess. It had been years since the aged Locathah had dared to clean and remove the various undersea plant matter and stone used to cover the offending armor. Years since they even thought of it, having so far managed to make do -without- Umberlee's final gift to him, before being freed of her service. If it could even be called a gift given the oft times painful memory tied to it.... from what little of it he could even recall at this point.
The thought of which had him brushing a hand over a prominent puncture scar just to the right of his neck. 'Ya can't be dawdling forever, ya old flat fish' He reprimanded himself, before finally swimming over to start slapping the armor into place over the sandy toned scale, battle scarred figure of his over the next minute or so. Much to both his annoyance and relief, the armor shifted like a living thing as usual, better fitting a body long since cultivated for a more sedentary life of a teacher and spiritual guide. He would try after to ignore the hidden motifs inlaid in the armor. Motifs he'd tried in the past to alter in various ways to remove the symbology eluding to Umberlee's influence, but with mixed results at best. Another reminder that prompted Sandlot to shake his head, before giving himself one last once over from pereptually sleepy seeming pools of yellows he called eyes. Almost heart shaped necklace? Check. Bag composed of living seaweed, leather, and coral strapped over a shoulder? Check. Shield? Check!
Without further adieu, good old Papa Sea Wolf swam out to meet with the elders and the other chosen warriors for what promised to be a harrowing mission.
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When you realize you're doing too much: Signature.
The meeting with the elders was brief. They took turns acknowledging each of the seasoned warriors they were able to gather for the task ahead, though their expressions betrayed some surprise at Bubbles' presence. The elders seemed to have expected Whirlpool to join the party, but are nonetheless well-aware that his young and well-trained apprentice will help balance the group in this most dire hour. The presence of a unrequested sixth volunteer also hits the elders with surprise, but Shanty, the youngest of the party, seems insistent in doing his part in keeping the community safe.
The more experienced locathah adventurers, Barnacle, Gulp, Sandlot, and Undertow, are given the order to lead the group cautiously through the Darkening. The entire party is tasked with finding out what fuels this mystical catastrophe and, if possible, rid the Sea of Fallen Stars of this evil influence.
Each of you is generally aware of the others' capabilities. Some of you have even adventured together in the past, or perhaps served together in temporary assignments aiding the Turmish Navy or civilian trade ships. This Darkening, however, marks the first time all six of you are united into a single-purpose task force. With fresh objectives in mind, the party begins to swim toward the Darkening. The path is well-known to you, and mostly safe.
After swimming for half the day, you see the Darkening up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over with coral. No other creatures can be seen within the darkness, as far as you can tell for now. The silence here is broken only by the turbulence of the water around you.
This overall area in the ocean seemingly acts like a beacon for strong, irregular currents and bad weather in the world above. Underwater, the effect manifests as a general darkness in an oddly specific area, surrounding the coral mountain that encases the many sunken ships that met an untimely demise.
(OOC: This is your cue to initiate you investigations. You have not yet entered the Darkening, but it lies just ahead of you.)
If not the first, Sandlot is likely a close second to break any once comfortable silence that came with the journey. "Terrible, this is... Simply terrible." He rasped, ignoring the all too familiar aches that came with the effort. "But fix, we will... Soon..."He looks about his fellow Locathah for a moment, before his eyes finally settle upon Undertow. "What thinks you, Undertow? The center we should seek? Or ship by ship once within it?" He asked calmly, only to frown and looked to the others. "Light important, this one thinks too. Might not work, perhaps. But if any brought some with in some fashion. Prepared, perhaps, you should be, mn?"
((OOC: How on earth an underwater living creatures have no darkvision?!))
"Nah, leave the youngsters old man, got it all covered."It's not that Gulp did not respect old cleric, but his own age and religiously obeyed teachings that he tried to follow allowed him (in his eyes) a certain degree of insolence. "Here, see that globe? Will get us some light when needed. Damn if I remember where I found it... Works, though". Gl'Ulp took the net from his shoulder, rapped it around the globe "don't want to loose the thingy, you know?" and not without a difficulty articulated a strangely sounding command. The small sphere begun to emanate the bright and clear light. "See? Shines like a little sun!" Gulp looked so pleased as if he personally created that item. "Let's see what's on the border of that "Darkening" of theirs." He came as close to the border as possible without entering it to see first if the light can penetrate the - obviously - not natural darkness.
Undertow looked into the Darkening, signing deeply. It's spreading faster. He acknowledges the globe. "Useful find. Good thing I've got a little something of my own." He reaching into his bag and pulls out Goggles of Night before putting them on. "I wonder if...no, but..." He begins rambling to himself, looking into the Dark and searching for any signs of unnatural influences. "Perhaps we should look for the calmest part of the current to enter. We shouldn't stay longer than we need, I don't trust the speed of coral around here."
Perception: 23 (I'm using my character sheet, check game log)
Just another extradimensional, reality-warping guy He/Him *smacks table* DRAGONS "You are only given a spark of madness. You mustn't lose it." -Robin Williams Head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms It's completely safe* * note, the OIADSB Cult is not responsible for any loss of limb, soul, or sanity Ammus Qelunax - White Dragonborn Ranger (Drakewarden) | Dernis Zorqrin- Black Dragonborn Ranger
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Barnacle pulls out his trident, carefully putting it over his arm as they come closer to the darkness. He will swim ahead of the others slightly but not so far that it would put him out of easy reach. As he gets close to the strange water he will pause and wait for others to join him. "We should check the ships. They have things of value in them."
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Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Speaking with some difficulty, Sandlot breaks the group's silence by asking for light. Gulp responds by bringing out his Driftglobe, tying it to his person, and setting it alight. Undertow improves his chances of spotting something even further by equipping his set of enchanted lenses. The group approaches the border of the Darkening and peers in, some more attentively than others:
@Gulp: There is almost no light within the Darkening (mechanically counts as lightlyobscured). You gather that without some kind of light source or the ability to see in the dark, it may be hard to rely on sight alone once within. In fact, you suspect that should any danger approach the group, you might only be able to see it once it is within 10 feet of you. Thankfully, you have just the magical trinket for the job. Upon testing it's light against the unnatural darkness, you are relieved to note that the globe seems to be doing its job as intended.
@Undertow: With the help of your own trinket, you peer inside the strange area and notice a couple of things. First, the many sunken ships that met an untimely demise in this area are each only partially visible. The coral mountain that encases the ships has grown incredibly fast. From this distance, you find no clear openings into this unnatural underwater mountain. Second, the current within seems to be quite strong and constantly shifting. This would effectively make the area around the exterior of the coral mountain difficult to traverse (difficult terrain). Being within the Darkening, but outside of whatever protection from the elements that the coral mountain my provide, does not sound like a good idea.
Noticing that Bubbles is also trying to look into the darkness, Shanty offers to inspire him with a simple hummed tune, but the barbarian's attention is quickly stolen away by a passing clown fish whose fins appear to be differently sized.
Closer to the edge of the Darkening than any other, Barnacle suggests searching for and within sunken ships.
(OOC: If moving ahead, I'll need whoever is leading the group to roll a survival check.)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
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Welcome to Locathah Rising
BACKGROUND: ELEMENTAL EVIL (1/3)
A few years ago, four elemental prophets led their respective cults in a quasi-unified effort to rain unprecedented destruction down upon the Sword Coast. Among these false prophets, one in particular became infamous among the water-dwelling citizens of Faerûn: Gar Shatterkeel. His tale, possibly a mixture of unreliable verbal accounts and fable-like exaggerations, passed from one community to the next.
The part of the tale that reached the normally isolated Locathah communities in the depths of the distant Sea of Fallen Stars can be summarized as thus: Dour and morose, Gar became the prophet of Olhydra, the elemental Princess of Evil Water, and the leader of the Crushing Wave cult. He was embittered by a life of suffering at the hands of others: pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die on the open sea, where he lost his arm to a shark. Gar saw the elemental power of water as the only thing of value in his life and gathered others who felt similarly. Once favored by Olhydra, Gar wielded the elemental weapon Drown, a magical trident of great power, and his missing arm was replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he could channel her innate magic, which inspired awe and fear in the other Crushing Wave cultists.
Fortunately for the denizens of the Sword Coast, and Faerûn at large, heroes discovered the collective plots of the elemental prophets and put an end to their machinations, defeating each of them in turn, and sending each prophet back to the evil elemental being they revered and served. With the elemental prophets banished to other planes, their respective cults lost the favor of their evil patrons, and sundered.
BACKGROUND: WAR AND TRADE AT THE SHORES (2/3)
Of late, strong and repeated storms have taken down many ships travelling a particular area within the Sea of Fallen Stars. As ship after ship has been destroyed by wind and wave, they have come to rest at the bottom of the sea. Some have begun to doubt the nature of these storms.
The storms and sunken ships have drawn the attention of wizards in two powerful nations located on opposite ends of the Sea of Fallen Stars: Turmish and Thay. Unfortunately, these two great nations are so embroiled in their own conflict with one another that neither has the resources to devote to exploring this newly charted area of danger. Instead, their ships choose to chart a course around the area, avoiding it altogether for the time being.
Who might stand against the might of storms? Perhaps new heroes will come to surface and seek out the source of these calamities.
BACKGROUND: LOCATHAH (3/3)
Locathah are resilient and proud fish-folk who have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water. Over many generations, locathah communities have learned to be mostly peaceful, but small groups of experienced warrior are kept within reach should their expertise be needed to defend the communities from outside dangers.
With the mystical storms being left unchecked by the nearby large nations, perhaps new heroes will seek out the source of these calamities. Coming from a quiet race of fish-folk, the nearby locathah communities are indeed alarmed at the violent turn the waves have taken so near their home. Even now, champions rise from their ranks to seek answers and make the Sea of Fallen Stars safe once more for their people.
THE ADVENTURE BEGINS
For the last few moon cycles, a war has raged among those who dwell above the waves. The lands called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even launched an assault on the sea elf city of Myth Nantar! Outrageous!
Not even the locathah communities have been left untouched. The communities had dispatched whatever few warriors they could spare during these conflicts: locathah with enough fighting experience acquired through their own past travels or repeated dutiful training and meditation. The community has sent each of you to assist the Turmish in driving these foul undead creatures away, and in this endeavor you have experienced both glorious successes and dismal failures. The war still rages, but each of you have since returned home to make sure your loved ones and the community at large are safe.
Recently, the waters in a nearby area have grown swift and angry, and the skies above show no blue or beautiful bright light. Hence, the locathah have come to refer to this strange mystical area as the 'Darkening'. Many ships from the surface have sunk in this Darkening and the coral has quickly grown to envelope the remains, so quickly as to no doubt be unnatural.
The elders are worried, as the source of this strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the Darkening and discover what evil has come to reside so near your shoals.
(OOC: We are ready to jump straight in from this point, but please take a moment to describe your character, how they look, and what they are doing.)
Gl'Ulp was sitting at his favorite rock - just a few yards offshore - and contemplated his new finding from a ship, that sunk not a week ago but looked as if it was under the sea for months. "The finding" was a metal hip flask, engraved with a picture resembling a mermaid (the artist clearly never met merfolk) and still had some liquid inside but the fisherman hesitated to open it. At his quite late years (Gulp did not feel old at all but the scale begun to loose its rich seaweed green color and barbels were very respectably long) he had to get used to disappointments and yet still tried to avoid it. What if this is just some old tea inside? He would not mind fresh - one of a few good things about humans cuisine - but the spoiled one was disgusting.
Gulp shook the flask one more time, sighed and opened it. Well, it was not tea. Master Fen'Chou would recognize black rum probably before Gulp would even feel the smell. The monk still was not that fast but good enough to immediately close the container - he knew both the taste and the effect. Still, not a total loss - could be used for his own brews, far less deadly for locathah stomach.
In general the morning was well spent - fresh fish (less and less with these "Darkening" but still enough), a useful item, and just an hour ahead - a new journey. Gl'Ulp rarely said it but he missed the road, despite all the complications bound to it. He packed everything he deemed worthy last evening and was ready to march at a moment notice. One last meeting with the elders - and the small group of the village's warriors will be on their way!
Meili Liang Lvl 5 Monk
Dice
Barnacle took to the deeper water to make sure he had not gotten to rusty, making sure that he would be ready for a fight if it came to that. While for the most part his people tended to keep to themselves, he was a bit different. He had spent the last two decades serving as a guide for ships, even fighting off the dangers that could come up from below. His fighting experience showed through the weapons and armor they words some even giving off an aura of magic for those that could sense it.
From his years of fighting he had scars to show, several small ones that littered his body and a few larger ones that were noticable on his face and arms. While he was middle aged he looked strong with clear muscle, his scales having only just started to lose the luster of youth. His yellow eyes were calm but he had a tendency to constantly scan over places he has not been to for a while.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
The gathered Locathah see a warrior garbed in a not much other than a loin cloth and large leather and gold inlaid belt, leaning on a nasty looking pike and seemingly looking for someone to provide some direction. As he waits, you cannot but see that nervous energy radiating from him, energy akin to a coiled spring, and also notice that he is sizing up the other warriors amongst the group.
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Undertow stood on the dune, kneeling on the warm sand. Looking out on the horizon, he noticed the waves calming down momentarily, then crashing into themselves once again. He chuckled to himself. Change. Life is all about change, like the seas, he thought. Today had been a relaxing morning. He hadn't received any more bad news from either side of the shore, and he and Riptide, his octopus companion, had a filling meal of fish. He looked at the sky and measured the space left until the sun touches the sea. Two-fin sky. The elders are expecting me soon.
Undertow dove into the water, his torn tail fin instinctively flapping. His scales were a brilliant venom green, but patches of them were still the teal color of his childhood. He was covered head to fin in scars, most small, but a few were fairly noticeable, such as the gash on his shoulder, and the grazed cuts on his arms. Tales of a brave fighter, his mother called them. Signs of a reckless risk-taker, his father said. However, Undertow had shown how useful his excursions to the land have been. He approached the circle of rocks where the elders gathered in times of need.
Just another extradimensional, reality-warping guy
He/Him
*smacks table* DRAGONS
"You are only given a spark of madness. You mustn't lose it." -Robin Williams
Head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms It's completely safe*
* note, the OIADSB Cult is not responsible for any loss of limb, soul, or sanity
Ammus Qelunax - White Dragonborn Ranger (Drakewarden) | Dernis Zorqrin - Black Dragonborn Ranger
A smaller Locathah stands off to the side, humming to himself. He appears young, although fully transitioned to his adult colors. He’s fiddling with what seems to be some sort of pipes, and has a rather far away look in his eyes. He seems filled with nervous energy, and is constantly doing something with his hands.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Sandlot floated before a small alcove in their home, staring daggers at the set of scale mail armor set within its recess. It had been years since the aged Locathah had dared to clean and remove the various undersea plant matter and stone used to cover the offending armor. Years since they even thought of it, having so far managed to make do -without- Umberlee's final gift to him, before being freed of her service. If it could even be called a gift given the oft times painful memory tied to it.... from what little of it he could even recall at this point.
The thought of which had him brushing a hand over a prominent puncture scar just to the right of his neck. 'Ya can't be dawdling forever, ya old flat fish' He reprimanded himself, before finally swimming over to start slapping the armor into place over the sandy toned scale, battle scarred figure of his over the next minute or so. Much to both his annoyance and relief, the armor shifted like a living thing as usual, better fitting a body long since cultivated for a more sedentary life of a teacher and spiritual guide. He would try after to ignore the hidden motifs inlaid in the armor. Motifs he'd tried in the past to alter in various ways to remove the symbology eluding to Umberlee's influence, but with mixed results at best. Another reminder that prompted Sandlot to shake his head, before giving himself one last once over from pereptually sleepy seeming pools of yellows he called eyes. Almost heart shaped necklace? Check. Bag composed of living seaweed, leather, and coral strapped over a shoulder? Check. Shield? Check!
Without further adieu, good old Papa Sea Wolf swam out to meet with the elders and the other chosen warriors for what promised to be a harrowing mission.
When you realize you're doing too much: Signature.
SOME TIME LATER
The meeting with the elders was brief. They took turns acknowledging each of the seasoned warriors they were able to gather for the task ahead, though their expressions betrayed some surprise at Bubbles' presence. The elders seemed to have expected Whirlpool to join the party, but are nonetheless well-aware that his young and well-trained apprentice will help balance the group in this most dire hour. The presence of a unrequested sixth volunteer also hits the elders with surprise, but Shanty, the youngest of the party, seems insistent in doing his part in keeping the community safe.
The more experienced locathah adventurers, Barnacle, Gulp, Sandlot, and Undertow, are given the order to lead the group cautiously through the Darkening. The entire party is tasked with finding out what fuels this mystical catastrophe and, if possible, rid the Sea of Fallen Stars of this evil influence.
Each of you is generally aware of the others' capabilities. Some of you have even adventured together in the past, or perhaps served together in temporary assignments aiding the Turmish Navy or civilian trade ships. This Darkening, however, marks the first time all six of you are united into a single-purpose task force. With fresh objectives in mind, the party begins to swim toward the Darkening. The path is well-known to you, and mostly safe.
SEVERAL HOURS LATER
After swimming for half the day, you see the Darkening up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over with coral. No other creatures can be seen within the darkness, as far as you can tell for now. The silence here is broken only by the turbulence of the water around you.
This overall area in the ocean seemingly acts like a beacon for strong, irregular currents and bad weather in the world above. Underwater, the effect manifests as a general darkness in an oddly specific area, surrounding the coral mountain that encases the many sunken ships that met an untimely demise.
(OOC: This is your cue to initiate you investigations. You have not yet entered the Darkening, but it lies just ahead of you.)
If not the first, Sandlot is likely a close second to break any once comfortable silence that came with the journey. "Terrible, this is... Simply terrible." He rasped, ignoring the all too familiar aches that came with the effort. "But fix, we will... Soon..." He looks about his fellow Locathah for a moment, before his eyes finally settle upon Undertow. "What thinks you, Undertow? The center we should seek? Or ship by ship once within it?" He asked calmly, only to frown and looked to the others. "Light important, this one thinks too. Might not work, perhaps. But if any brought some with in some fashion. Prepared, perhaps, you should be, mn?"
When you realize you're doing too much: Signature.
((OOC: How on earth an underwater living creatures have no darkvision?!))
"Nah, leave the youngsters old man, got it all covered." It's not that Gulp did not respect old cleric, but his own age and religiously obeyed teachings that he tried to follow allowed him (in his eyes) a certain degree of insolence. "Here, see that globe? Will get us some light when needed. Damn if I remember where I found it... Works, though". Gl'Ulp took the net from his shoulder, rapped it around the globe "don't want to loose the thingy, you know?" and not without a difficulty articulated a strangely sounding command. The small sphere begun to emanate the bright and clear light. "See? Shines like a little sun!" Gulp looked so pleased as if he personally created that item. "Let's see what's on the border of that "Darkening" of theirs." He came as close to the border as possible without entering it to see first if the light can penetrate the - obviously - not natural darkness.
Perception: 23
Meili Liang Lvl 5 Monk
Dice
While Sandlot and Undertow use their brains, Bubbles just stares into the Darkening, looking for any signs of movement that could indicated danger
Perception 24
until he gets distracted by the pretty clownfish swimming around and just watches them instead
(LOL - why would I think the dice gods would be any better in a new adventure)
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Undertow looked into the Darkening, signing deeply. It's spreading faster. He acknowledges the globe. "Useful find. Good thing I've got a little something of my own." He reaching into his bag and pulls out Goggles of Night before putting them on. "I wonder if...no, but..." He begins rambling to himself, looking into the Dark and searching for any signs of unnatural influences. "Perhaps we should look for the calmest part of the current to enter. We shouldn't stay longer than we need, I don't trust the speed of coral around here."
Perception: 23 (I'm using my character sheet, check game log)
Just another extradimensional, reality-warping guy
He/Him
*smacks table* DRAGONS
"You are only given a spark of madness. You mustn't lose it." -Robin Williams
Head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms It's completely safe*
* note, the OIADSB Cult is not responsible for any loss of limb, soul, or sanity
Ammus Qelunax - White Dragonborn Ranger (Drakewarden) | Dernis Zorqrin - Black Dragonborn Ranger
Shanty hangs back, humming a quiet little toon seemingly aiding in focus.
(Offering guidance to whoever wants it)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Barnacle pulls out his trident, carefully putting it over his arm as they come closer to the darkness. He will swim ahead of the others slightly but not so far that it would put him out of easy reach. As he gets close to the strange water he will pause and wait for others to join him. "We should check the ships. They have things of value in them."
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Speaking with some difficulty, Sandlot breaks the group's silence by asking for light. Gulp responds by bringing out his Driftglobe, tying it to his person, and setting it alight. Undertow improves his chances of spotting something even further by equipping his set of enchanted lenses. The group approaches the border of the Darkening and peers in, some more attentively than others:
@Gulp: There is almost no light within the Darkening (mechanically counts as lightly obscured). You gather that without some kind of light source or the ability to see in the dark, it may be hard to rely on sight alone once within. In fact, you suspect that should any danger approach the group, you might only be able to see it once it is within 10 feet of you. Thankfully, you have just the magical trinket for the job. Upon testing it's light against the unnatural darkness, you are relieved to note that the globe seems to be doing its job as intended.
@Undertow: With the help of your own trinket, you peer inside the strange area and notice a couple of things. First, the many sunken ships that met an untimely demise in this area are each only partially visible. The coral mountain that encases the ships has grown incredibly fast. From this distance, you find no clear openings into this unnatural underwater mountain. Second, the current within seems to be quite strong and constantly shifting. This would effectively make the area around the exterior of the coral mountain difficult to traverse (difficult terrain). Being within the Darkening, but outside of whatever protection from the elements that the coral mountain my provide, does not sound like a good idea.
Noticing that Bubbles is also trying to look into the darkness, Shanty offers to inspire him with a simple hummed tune, but the barbarian's attention is quickly stolen away by a passing clown fish whose fins appear to be differently sized.
Closer to the edge of the Darkening than any other, Barnacle suggests searching for and within sunken ships.
(OOC: If moving ahead, I'll need whoever is leading the group to roll a survival check.)
Shanty will switch tunes, humming a shanty he learned from a ship passing through this area. It seems to help with remembering the way, somehow.
(More guidance!)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)