“Time is growing dear,” Quillary says, and with Drusk’s help, tries to pick up the trail again.
Survival (w/Help for Adv) igl: 14
(Oof, rolled a 5 and a 6.)
(Fortunately, you already rolled the last necessary Survival check previously.)
Outside the cavern, you find more of the scout's track, mixed with evidence of a fight with the Banderhobbs. You are able to follow the tracks (including the occasional oversized frog prints) leading deeper into the Underdark.
Even with the short rest, you are starting to feel the strain of travel. You've been marching for more than six hours, and it will soon be nightfall above ground.
You've entered a vast cavern, like an open plain under a starless black sky. In the direction you are going, you are able to see a cave a mile away, as there is the faint flickering, of a campfire or brazier, that illuminates the entrance.
“Oh, good, more visitors,” says an excited voice in your mind. "Not my oafish servants, or those envious drow, or those simple minded soldiers from the Citadel, but an amusing surprise... If you insist on witnessing the ritual, then you have seen your destination."
(At first Hildigrim doesn't react to the voice in his head, until he notices that everyone else has heard it too.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
She says out loud but not loudly, “Well met, friend, who are you?”
There are no further telepathic messages at this time.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
At the sound of Quillary's voice, Hildigrim jerks. He looks at her and then the others. "You — you heard that, too?" He can't help but smile in relief. "Let's be on our guar — oh, we're heading straight for it, I guess," he says as Quillary begins moving again.
Feldspar presses her palms against her temples when the voice starts, and bends over. She listens, but mutters something about having no more room for another voice in her head, thank you very much.
She watches Hildigrim start to move along, and says “don’t you people ever, you know, coordinate, or plan? Are you just going to walk into the trap? What do we try when we get there?”
She messages each party member in turn “we can talk this way to not alert whoever is waiting for us. What’s the play here?”
She will offer to send a similar message at predetermined times or with a visual cue, like someone tapping their ear.
(I love the ear tapping signal, very MI:The Long Road)
Quillary stops and looks back at Spar. “It already knows we are here, how many we are, and where we are. I see no value in trying to trick it?” But she does not keep going, after all, she’s curious if Spar has an idea on offer.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
She watches Hildigrim start to move along, and says “don’t you people ever, you know, coordinate, or plan? Are you just going to walk into the trap? What do we try when we get there?”
(OOC1: I'm terrible at planning group tactics IRL, so I'm not the person to ask. But this is a very nasty situation coming up. Even though I tend to be easy going as a DM, diving straight in could easily result in multiple character deaths if the dice roller is fickle.
You are all welcome to have planning sessions. Ideally, it should be clear which things are IC versus OOC. And especially when IC and OOC are opposed, It is virtual, but you are all at the same table, so OOC discussions are allowed before and during the fight. Since the group of characters are veteran adventurers, I'm assuming you have silent signals to each other, or your character knows battle things that the player doesn't, etc.
You are welcome to look at each others sheets for spells and equipment. If there is something that should have been hidden, we are mature enough to give your characters retroactive amnesia about certain details.
I try to ask if there is any preparations or scouting your characters want to do ahead of time, because I don't remember all the cool stuff your characters can do. For instance, even though I've played a rogue before, I forgot that Hildigrim would use Uncanny Dodge in the recent fight.
Your plans could be as simple as telling Drusk to focus on healing the group, or if instead he should use Spirit Guardians and then try to stick to the enemy. Even during combat, you can let the other players know if a foe is really bothering your character, or if you have things under control.)
(OOC2: I notice on the character sheets that Feldspar and Hildigrim are both 5 HP down. During a short rest, you are allowed to roll your hit dice one at a time, until you are happy. If you both wanted to use one more hit die (assuming you have more unused) to top off your characters health, please do so.)
Drusk: "I agree with Quillary's point that some actions would be pointless, like trying to stealthily approach a being that knows we are out here a mile away. But I also agree with Feldspar that making some sort of plan would can avoid some troubles. If we were to approach a dragon, for example, I'd hate for us to run forward in a tight cluster, to make it easier for the dragon's breath to get us all at once.
I only have a limited number of high-piety spells (two 4th level spell slots), but I was thinking aboutDeath Ward . It doesn't require concentration, and may give two of you an extra edge, like my own native Relentless Endurance can keep me going... If the group thinks this is a good use of high-power magic, then I'd need to know which two should be enchanted."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
As soon as the voice enters Jorin's mind, he stops, frozen still with eyes wide. He spits on the ground and grits his teeth, hands going towards the grips of his weapons, legs tensing, ready to run, to charge in and hack apart whatever evil thing is violating his mind. Then he feels Quillary's arm on his, closes his eyes and takes a deep breath, relaxes.
He replies to Feldspar, "Be wary of me, sorcerers have a way of getting inside my mind."
(OOC: Thanks! I more meant that question as an IC question -- Feldspar's getting to know this group, and the group's getting to know her. She nearly got eaten last fight, and this whole endeavor is starting to tax her, and she's trying to make sure she survives it. She often has worked alone in the past, so her hunger of hadar, and wall-walking, and other tactics work one way solo, and present complications and opportunities in a group. The actual question was also prompted by what she assumes is supposed to be the smartest person in the group just walking off after a creepy telepathic prompt, which seems like a good way to get Hildy killed, to Spar. Happy to do this IC as that's what it was meant to do, and no shade on any characters or players! Mistakes and idiosyncrasies are fun and what make the game what it is. Feldspar has plenty!)
(Also thanks re hp, I thought I'd topped off but made sure I did now.)
"That is all true. It knows more than we do. This place seems empty. The voice seems all-knowing. But there could be surprises. Why don't we flank Hildigrim if she's insisting on going first, to try to guard her and also not be predictable to whatever might be watching. Maybe Volo wants to take a sweep ahead of us to scout, given there is light in here. I can't bring forth daylight again today, but I've rested enough to have another crack at calling down that dark globe of gibbering terror on whoever might cause us problems -- let me know if that's an issue given your various talents. But back to our goals. We're to find and hopefully rescue the scouts, and deal with whatever caused them to disappear. We found one that got eaten thanks to the ring, and I have a feeling the ritual our new friend mentioned might be connected to the others. Goal is to get any survivors out and take out any baddies, right? I'll still probably try to take to the ceiling and call down ruin upon whoever I can before Jorin and others close to bash them. But maybe we can make use of this new friend's sense of theatrics and prepare more once the ritual, or whatever it is, starts."
She will parallel Hildigrim to the left, going a bit wide and ahead if she can, trusting her 120 feet of darkvision to illuminate any threats or features on the mile-long journey to the cave.
(Hildi uses he/him pronouns, fwiw, and is a boy to the best of my knowledge. ;) Unlike me! (TMI?) But back to the game…
Spar is an ideal scout, even if this creature can locate us psionically, because her darkvision is as long as her Eldritch Blast range, and she can be on the ceiling. That said, I think the ceiling could be higher than that, and even if not, we won’t be able to see her and coordinate with her: the fate of a scout, alas. Still probably a good idea.
Is Death Ward the one that brings you back from a killing blow, but only gives you 1 hp? (I’m on mobile and running errands) Not sure that’s totally worth two 4th level slots… though I was just in a fight where it would have been very useful… so, grain of salt.
Quillary has one 4th level slot left, and Blight and Freedom of Movement are 4th level and could tip the balance in a given situation. Druids are really Swiss Army knives of spells and wild shapes, so there’s no real planning that does much good, she has useful spells for specific circumstances.
As a result, and as a result of her personality, Quillary tends to mix it up in melee fighting, for which she can use her two subclass-special Wild Shapes for temp hp and some slightly higher damage while waiting for a need for her specific skills. Her AC is okay, she does have a shield and her Cloak of Protection.
As for others, I’ll chime in later, but Spiritual Guardians is awesome when there’s a crowd, not so good with a boss. Depending on what we find, I’d suggest or not suggest using it.)
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
(Sorry! Got Hildi and Quillary's posts mixed up! Literally thought one came from the other and vice versa!)
And yes, was thinking a meander up on the ceiling once we got to the cave entrance, who knows how tall the cavern is. Agree on holding things in reserve IC and OOC till we know more.
Is Death Ward the one that brings you back from a killing blow, but only gives you 1 hp? (I’m on mobile and running errands) Not sure that’s totally worth two 4th level slots… though I was just in a fight where it would have been very useful… so, grain of salt.
(I thought maybe you had mixed them up, too, but then you referred to her as the smartest one in the party which is a vibe Quillary certainly does not give off, and then I was just plain confused. :) All good.
Also, for the rest of you, rkmobius and I play in another game where we *almost* got a dragon, but were one blow short, and Death Ward could have turned the tables entirely. That's why rkmobius is so sad.
Okay, so, Spar will spread out or climb the wall/ceiling and approach that way, to the left of whomever is going straight ahead. Quillary is a candidate for going straight ahead, or if there is a compelling use case for a Wild Shape, she could do otherwise. Drusk seems like the sort to go straight ahead, if perhaps not in the front row. I think he should focus on picking characters back up, if possible. Jorin is our melee damage dealer here, and should go in front. Hildi might be best slinking to the right with a bow and a devastating Volo-led ranged attack? My thoughts.)
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Is Death Ward the one that brings you back from a killing blow, but only gives you 1 hp? (I’m on mobile and running errands) Not sure that’s totally worth two 4th level slots… though I was just in a fight where it would have been very useful… so, grain of salt.
Quillary has one 4th level slot left, and Blight and Freedom of Movement are 4th level and could tip the balance in a given situation. Druids are really Swiss Army knives of spells and wild shapes, so there’s no real planning that does much good, she has useful spells for specific circumstances.
(rkmobius - I didn't take that as throwing shade at anyone, just a friendly reminder that when the group knows where the big fight is going down, best to be as prepared as possible. Especially with Thanksgiving coming up, there is time to plan more than usual, either before or just as the fight starts.
Death Ward is one of those automatic-on-the-list for Life Clerics, so it is not like I can replace it. And if you run into a beholder shooting disintegration rays, probably worth it in that situation. I will have to remember to have any evil priests cast it on boss monsters in the future. Heh heh heh...
The other 4th level spell Drusk has is Freedom of Movement , so if Quillary wants to hold onto Blight, there are still two people who could get FoM. Drusk doesn't have any other useful 4th level spells, other than upcasting other spells. I'm tossing this out there and asking for you all to chose, because I don't want to make any of these kind of decisions while I'm also running the adventure.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Hildi might be smart, but he's not a strategist ... yet. He's pretty young. He has the potential, but he's a little impulsive, and if he sees his friends (who he looks up to) doing something he doesn't immediately see a reason not to do, he'll follow along. Hence, following Quillary ... who's even more impulsive. Plus, the sooner you jump into something unknown, the sooner you learn something new! And there might be another book!
Volo could certainly fly ahead to take a look. It would just seriously hamper Hildi's effectiveness if the owl got bopped and was no more. Hildi also has detect magic, but he would need 10 minutes to cast it. Oh, and he has detect thoughts, but he has to be within 30 feet, and he has to be able to see the creature. Invisibility seems a little useless in this situation since the creature seems to be reading our minds. Did the voice "sound" female?
The mental voice sounded big and ominous and not humanoid. Can't tell if male, female, or if this race has no gender at all.
(Doesn't mean much if the being is trying to deceive you. The Wizard of Oz sounded impressive until the curtain was pulled aside.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Hildi's ready for whatever comes next.
“Time is growing dear,” Quillary says, and with Drusk’s help, tries to pick up the trail again.
Survival (w/Help for Adv) igl: 14
(Oof, rolled a 5 and a 6.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Fortunately, you already rolled the last necessary Survival check previously.)
Outside the cavern, you find more of the scout's track, mixed with evidence of a fight with the Banderhobbs. You are able to follow the tracks (including the occasional oversized frog prints) leading deeper into the Underdark.
Even with the short rest, you are starting to feel the strain of travel. You've been marching for more than six hours, and it will soon be nightfall above ground.
You've entered a vast cavern, like an open plain under a starless black sky.
In the direction you are going, you are able to see a cave a mile away, as there is the faint flickering, of a campfire or brazier, that illuminates the entrance.
“Oh, good, more visitors,” says an excited voice in your mind. "Not my oafish servants, or those envious drow, or those simple minded soldiers from the Citadel, but an amusing surprise... If you insist on witnessing the ritual, then you have seen your destination."
(At first Hildigrim doesn't react to the voice in his head, until he notices that everyone else has heard it too.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Quillary glances warily at Jorin, and puts a hand on his arm to still any sudden reaction to a sorcerous voice in his head.
She says out loud but not loudly, “Well met, friend, who are you?”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
There are no further telepathic messages at this time.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Always curious, Quillary begins making her way carefully towards the “fire” light.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
At the sound of Quillary's voice, Hildigrim jerks. He looks at her and then the others. "You — you heard that, too?" He can't help but smile in relief. "Let's be on our guar — oh, we're heading straight for it, I guess," he says as Quillary begins moving again.
Feldspar presses her palms against her temples when the voice starts, and bends over. She listens, but mutters something about having no more room for another voice in her head, thank you very much.
She watches Hildigrim start to move along, and says “don’t you people ever, you know, coordinate, or plan? Are you just going to walk into the trap? What do we try when we get there?”
She messages each party member in turn “we can talk this way to not alert whoever is waiting for us. What’s the play here?”
She will offer to send a similar message at predetermined times or with a visual cue, like someone tapping their ear.
(I love the ear tapping signal, very MI:The Long Road)
Quillary stops and looks back at Spar. “It already knows we are here, how many we are, and where we are. I see no value in trying to trick it?” But she does not keep going, after all, she’s curious if Spar has an idea on offer.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(OOC1: I'm terrible at planning group tactics IRL, so I'm not the person to ask. But this is a very nasty situation coming up. Even though I tend to be easy going as a DM, diving straight in could easily result in multiple character deaths if the dice roller is fickle.
You are all welcome to have planning sessions. Ideally, it should be clear which things are IC versus OOC. And especially when IC and OOC are opposed,
It is virtual, but you are all at the same table, so OOC discussions are allowed before and during the fight.
Since the group of characters are veteran adventurers, I'm assuming you have silent signals to each other, or your character knows battle things that the player doesn't, etc.
(OOC2: I notice on the character sheets that Feldspar and Hildigrim are both 5 HP down.
During a short rest, you are allowed to roll your hit dice one at a time, until you are happy. If you both wanted to use one more hit die (assuming you have more unused) to top off your characters health, please do so.)
Drusk: "I agree with Quillary's point that some actions would be pointless, like trying to stealthily approach a being that knows we are out here a mile away.
But I also agree with Feldspar that making some sort of plan would can avoid some troubles. If we were to approach a dragon, for example, I'd hate for us to run forward in a tight cluster, to make it easier for the dragon's breath to get us all at once.
I only have a limited number of high-piety spells (two 4th level spell slots), but I was thinking about Death Ward . It doesn't require concentration, and may give two of you an extra edge, like my own native Relentless Endurance can keep me going... If the group thinks this is a good use of high-power magic, then I'd need to know which two should be enchanted."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
As soon as the voice enters Jorin's mind, he stops, frozen still with eyes wide. He spits on the ground and grits his teeth, hands going towards the grips of his weapons, legs tensing, ready to run, to charge in and hack apart whatever evil thing is violating his mind. Then he feels Quillary's arm on his, closes his eyes and takes a deep breath, relaxes.
He replies to Feldspar, "Be wary of me, sorcerers have a way of getting inside my mind."
(OOC: Thanks! I more meant that question as an IC question -- Feldspar's getting to know this group, and the group's getting to know her. She nearly got eaten last fight, and this whole endeavor is starting to tax her, and she's trying to make sure she survives it. She often has worked alone in the past, so her hunger of hadar, and wall-walking, and other tactics work one way solo, and present complications and opportunities in a group. The actual question was also prompted by what she assumes is supposed to be the smartest person in the group just walking off after a creepy telepathic prompt, which seems like a good way to get Hildy killed, to Spar. Happy to do this IC as that's what it was meant to do, and no shade on any characters or players! Mistakes and idiosyncrasies are fun and what make the game what it is. Feldspar has plenty!)
(Also thanks re hp, I thought I'd topped off but made sure I did now.)
"That is all true. It knows more than we do. This place seems empty. The voice seems all-knowing. But there could be surprises. Why don't we flank Hildigrim if she's insisting on going first, to try to guard her and also not be predictable to whatever might be watching. Maybe Volo wants to take a sweep ahead of us to scout, given there is light in here. I can't bring forth daylight again today, but I've rested enough to have another crack at calling down that dark globe of gibbering terror on whoever might cause us problems -- let me know if that's an issue given your various talents. But back to our goals. We're to find and hopefully rescue the scouts, and deal with whatever caused them to disappear. We found one that got eaten thanks to the ring, and I have a feeling the ritual our new friend mentioned might be connected to the others. Goal is to get any survivors out and take out any baddies, right? I'll still probably try to take to the ceiling and call down ruin upon whoever I can before Jorin and others close to bash them. But maybe we can make use of this new friend's sense of theatrics and prepare more once the ritual, or whatever it is, starts."
She will parallel Hildigrim to the left, going a bit wide and ahead if she can, trusting her 120 feet of darkvision to illuminate any threats or features on the mile-long journey to the cave.
(Hildi uses he/him pronouns, fwiw, and is a boy to the best of my knowledge. ;) Unlike me! (TMI?) But back to the game…
Spar is an ideal scout, even if this creature can locate us psionically, because her darkvision is as long as her Eldritch Blast range, and she can be on the ceiling. That said, I think the ceiling could be higher than that, and even if not, we won’t be able to see her and coordinate with her: the fate of a scout, alas. Still probably a good idea.
Is Death Ward the one that brings you back from a killing blow, but only gives you 1 hp? (I’m on mobile and running errands) Not sure that’s totally worth two 4th level slots… though I was just in a fight where it would have been very useful… so, grain of salt.
Quillary has one 4th level slot left, and Blight and Freedom of Movement are 4th level and could tip the balance in a given situation. Druids are really Swiss Army knives of spells and wild shapes, so there’s no real planning that does much good, she has useful spells for specific circumstances.
As a result, and as a result of her personality, Quillary tends to mix it up in melee fighting, for which she can use her two subclass-special Wild Shapes for temp hp and some slightly higher damage while waiting for a need for her specific skills. Her AC is okay, she does have a shield and her Cloak of Protection.
As for others, I’ll chime in later, but Spiritual Guardians is awesome when there’s a crowd, not so good with a boss. Depending on what we find, I’d suggest or not suggest using it.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Sorry! Got Hildi and Quillary's posts mixed up! Literally thought one came from the other and vice versa!)
And yes, was thinking a meander up on the ceiling once we got to the cave entrance, who knows how tall the cavern is. Agree on holding things in reserve IC and OOC till we know more.
Endless sobbing.
(I thought maybe you had mixed them up, too, but then you referred to her as the smartest one in the party which is a vibe Quillary certainly does not give off, and then I was just plain confused. :) All good.
Also, for the rest of you, rkmobius and I play in another game where we *almost* got a dragon, but were one blow short, and Death Ward could have turned the tables entirely. That's why rkmobius is so sad.
Okay, so, Spar will spread out or climb the wall/ceiling and approach that way, to the left of whomever is going straight ahead. Quillary is a candidate for going straight ahead, or if there is a compelling use case for a Wild Shape, she could do otherwise. Drusk seems like the sort to go straight ahead, if perhaps not in the front row. I think he should focus on picking characters back up, if possible. Jorin is our melee damage dealer here, and should go in front. Hildi might be best slinking to the right with a bow and a devastating Volo-led ranged attack? My thoughts.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(rkmobius - I didn't take that as throwing shade at anyone, just a friendly reminder that when the group knows where the big fight is going down, best to be as prepared as possible.
Especially with Thanksgiving coming up, there is time to plan more than usual, either before or just as the fight starts.
Death Ward is one of those automatic-on-the-list for Life Clerics, so it is not like I can replace it.
And if you run into a beholder shooting disintegration rays, probably worth it in that situation.
I will have to remember to have any evil priests cast it on boss monsters in the future. Heh heh heh...
The other 4th level spell Drusk has is Freedom of Movement , so if Quillary wants to hold onto Blight, there are still two people who could get FoM.
Drusk doesn't have any other useful 4th level spells, other than upcasting other spells.
I'm tossing this out there and asking for you all to chose, because I don't want to make any of these kind of decisions while I'm also running the adventure.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(I am living for the moment a boss monster turns out to be a plant creature so I can *really* use Blight, but even on fleshy bits it's pretty rad.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OOC:
Hildi might be smart, but he's not a strategist ... yet. He's pretty young. He has the potential, but he's a little impulsive, and if he sees his friends (who he looks up to) doing something he doesn't immediately see a reason not to do, he'll follow along. Hence, following Quillary ... who's even more impulsive. Plus, the sooner you jump into something unknown, the sooner you learn something new! And there might be another book!
Volo could certainly fly ahead to take a look. It would just seriously hamper Hildi's effectiveness if the owl got bopped and was no more. Hildi also has detect magic, but he would need 10 minutes to cast it. Oh, and he has detect thoughts, but he has to be within 30 feet, and he has to be able to see the creature. Invisibility seems a little useless in this situation since the creature seems to be reading our minds. Did the voice "sound" female?
The mental voice sounded big and ominous and not humanoid.
Can't tell if male, female, or if this race has no gender at all.
(Doesn't mean much if the being is trying to deceive you. The Wizard of Oz sounded impressive until the curtain was pulled aside.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(This all sounds great to me! Thanks for humoring my questions IC and OOC…)