Michael's Earth 5E

Plans The Best Way to Hear the Gods Laugh

Damn Nature, You Scary

A deus ex machina, underground, aqueous transmission shat out of my ass this morning… Not exactly the Friday the 13th closest to Halloween adventure I was planning, but it will have to do, given Mac’s absence.


I want to give a blanket xp bonus on the whole run b/c of the exhaustion situation. I’m thinking + 25%, but that’s being uncertain just how fucked the group will get by it by the end. Anywhere b/w + 25% to + 100% …


This is app. a DC 2.5 adventure.

Everyone starts the session needing to make an exhaustion check — Con save @ DC 10, otherwise they suffer exhaustion level 1 (PHB 295).

Everyone gets perception DC 20 to spot the scary purple eyed black monstrosity far away, through the trees, up on a hill, seemingly looking down on the lot of travelers.


enderman_luv_u_5ever_by_dyemooch-d501xju.jpg


Far to the southwest, Mt. Drovius suddenly explodes/erupts. It sets off a series of earthquakes in the region. The quakes cause a series of sinkholes to collapse right under the feet of the travelers going north to Copperton, who are at the moment taking a short rest in a little valley, at that moment some 300 yards east of the Copper R. Many of the travelers fall into the earth and are promptly swept away along an underground river.

Baashi and Alosa luckily narrowly avoid falling into the earth. Tronus, Lace, Zalyre, Charek, Lados all topple in. In two separate areas of collapse: Lhané and Tabaxi fall in one spot (and initially plop into the same underground river the aforementioned lot do), Turin and Ata fall underground at a spot further to the south, also into the same underwater river complex, but a separate tunnel that leads them totally astray from the others.

Everyone who falls must make a luck save.

DC: 1 — critical fall, suffers a crit from the crit chart with 3d6 base damage.
DC: 2-5 — bad fall, suffers 2d6 damage, luck save again, anything 10 or under suffers a significant ongoing injury of some kind.
DC: 6-12 — 1d6 damage
DC: 13-20 — no damage.
DC: 21+ — once plopped in the river, gets tangled up with the remains of an adventurer (something like a small sack tied to a length of rope). Sack will have some loot in it, but must make another luck save DC: 10 or higher to not suffer disadvantage on ensuing athletics checks for swimming.

The river at first is chugging along pretty mightily, eastward. An owlbear is angrily screeching and flailing about the water as well, just ahead of the PCs/NPCs. Perception check right when they fall in at DC: 15 (pretty dark in there, just the sunlight streaming in behind and above them from the collapse).

After a few minutes flailing about in the river, which quickly becomes a lightless affair, a couple of tunnel offshoots splits the flow, and the river dies down quite a bit. Some luminescent moss makes the tunnel glow with dim light shortly after the river starts to spill down deeper into the earth.

Athletics saves must be made. DC 15 or above is handling everything like a boss. DC 10 or above requires a luck save @ DC 10 or suffer 1d4 damage from not being able to avoid rocky outcroppings in the river. DC 5 or above requires luck save @ DC 15 or above or take 1d4 damage. DC 1 luck saves produce something awful, TBD.

In short order, the river is no longer strong enough to be sweeping everyone away, and the pic below is the scene:

Underground_River.jpg

On the rocky “shore” shown in the picture: a furious, smelly, soaking wet owlbear, aforementioned, is ready to rip something fleshy apart in revenge for the indignity he just suffered, just as the group is spilling down the river-turned stream some 50 feet away. The owlbear has already suffered 4 damage from the initial fall into the river. It charges up the stream immediately in a rage.

Monster_Manual_5e_-_Owlbear_-_p249.jpg


56 HP (52)
AC: 13
Speed: 40
Beak: + 7, d10 + 5
Claws: + 7, 2d8 + 5


After the owlbear fight, another exhaustion check (DC: 11).


The river forks, two separate tunnels, both traversable.

Left tunnel (southeast) (DC 15 to hear scraping sounds from this way, from the quaggoth).

Quaggoth x1 (extra one if they beat it down hard, and up to another one after that) (no light sources) — Underground River 8

The Quaqqoth will toss rocks ’til engaged, preferring not to wade into the water to fight. He snarls, is loud as hell, and will possibly attract an additional one or two quaggoths, depending on how beat down the group is.

Underground_River_8.jpg

quaggoth-01.jpg

To the right of the pic, not shown, is a network of tunnels and fairly large caves, basically the lair of the quaggoth(s). There are bones, mostly animal, lots of bats in one particularly large chamber, and a couple of the caves sport colonies of massive, brown mushrooms (edible). No light source throughout.

Another exhaustion check in order after exploring the little tunnel network.

There are a couple of little tunnels leading away from the quaggoth lair network, but too small for anything but a tiny halfling or child to get into.


Right tunnel (south)

Gelatinous Cube — Underground River 3

Underground_River_3.jpg

gcube.png

There is a cube hiding behind that pillar. MM pg. 242. DC 15 perception check to see it (first person), whom it attacks immediately (if not noticed, it gets adv. on first attack roll)


Water weird — Underground River 2

Underground_River_2.jpg

water_weird.png

The tree is very magical. Entering the radius of its leaves/branches produces a great calm. Staying there for more than 5 minutes will force a wisdom save, DC: 10 (and every 15 min. increment after that). Saving means the close presence of the tree forces past trauma to be considered, while feeling like a divine presence is sympathetic and loving. “Your past makes you, you. You are loved, special, beautiful. All is well. Do not worry. Do not fear.”

1+ hours in the tree’s presence yields an inspiration point.

5+ hours in the tree’s presence will yield: plot point (if a luck save DC 10 is made), full replenishment of spell slots, +1 wisdom (lasting 1 day, and an additional day for each 5 hours spent there, capping at 5). Bonus wisdom fates at a rate of 1 point per 5 hours spent away from the tree.

Sleeping under the tree will allow a commune to happen via dreams. Non religious people will get one at random (d30 pantheon) or DM’s call, player’s choice. DM’s call default will be Quellaxu. This could be a big deal conveying this planet’s fate is chained to that damn ship.

Keep in mind setting up shop for any length of time will likely bring the myconids in to investigate, see below.


Myconids x23 (glow worm cave ceiling)

Glow_worm_cave.jpg

myconid.png

spores to dream share — convey they are peaceful and will help heal and allow rest. They have two spore servant quaggoths. Their spores that produce the shared dream experience will leave them with a + 2 to wisdom for the next 8 hours.

Their cave is a mere 500 yards or so down a large tunnel from the magical tree. The progression is still roughly going deeper, and south.

Depending on the time spent resting, consider exhaustion saves.

Several miles of an underground cave network leads to:


The corridor went sharply north, with the river diverting underground a different way.

Underground_River_7.jpg

They hear the sound of battle.

Grun’Chang expedition of 13 (3 dead) are battling a Fomorian Giant. The leader is a dark druidess. If the PCs help them down the giant, they will be rewarded. They are trying to find the magic tree, to sap it. There are 2 tunnels leading out of this cavern, west one spins out in a network a bit, but goes nowhere that non tiny beings can further explore, the other is a way that meanders deeper and south, the way that the Grun’Chang came from.

Fomorian.jpg

Exhaustion check.


After that, it’s miles of caverns, and once again the river basically dominates the cave progression. Some caves open up large, and some have small waterfalls spilling into them. The underground river, while lazily flowing, becomes rather large.

Exhaustion check.

Underground River 5

Underground_River_5.jpg

Basilisk. It’s likely the basilisk close to the next cavern, below, will hear the scuffle and enter the fray in 1d4+3 rounds.

basilisk.jpg


Underground River 6

Underground_River_6.jpg

Basilisk.



and then there is this:

Owlbear x1 (wounded) — Underground River

Quaggoth x1 (extra one if they beat it down hard) (no light sources) — Underground

River 8

Piercer/roper (corpse?) — Underground River 3

Water weird — Underground River 2

Myconids x23 (glow worm cave ceiling)

Underground River 7

Underground River 5

Underground River 6


Everyone gets perception DC 20 to spot the scary purple eyed black monstrosity far

away, through the trees, up on a hill, seemingly looking down on the lot of travelers.


[[File:519615 | class=media-item-align-none | enderman_luv_u_5ever_by_dyemooch-

d501xju.jpg]]


Far to the southwest, Mt. Drovius suddenly explodes/erupts. It sets off a series of

earthquakes in the region. The quakes cause a series of sinkholes to collapse right

under the feet of the travelers going north to Copperton, who are at the moment taking

a short rest in a little valley, at that moment some 300 yards east of the Copper R.

Many of the travelers fall into the earth and are promptly swept away along an

underground river.

Baashi and Alosa luckily narrowly avoid falling into the earth. Tronus, Lace, Zalyre,

Charek, Lados all topple in. In two separate areas of collapse: Lhané and Tabaxi fall

in one spot (and initially plop into the same underground river the aforementioned lot

do), Turin and Ata fall underground at a spot further to the south, also into the same

underwater river complex, but a separate tunnel that leads them totally astray from the

others.

Everyone who falls must make a luck save.

DC: 1 — critical fall, suffers a crit from the crit chart with 3d6 base damage.
DC: 2-5 — bad fall, suffers 2d6 damage, luck save again, anything 10 or under suffers

a significant ongoing injury of some kind.
DC: 6-12 — 1d6 damage
DC: 13-20 — no damage.
DC: 21+ — once plopped in the river, gets tangled up with the remains of an adventure

(something like a small sack tied to a length of rope). Sack will have some loot in

it, but must make another luck save DC: 10 or higher to not suffer disadvantage on

ensuing athletics checks for swimming.

The river at first is chugging along pretty mightily, eastward. An owlbear is angrily

screeching and flailing about the water as well, just ahead of the PCs/NPCs.

Perception check right when they fall in at DC: 15 (pretty dark in there, just the

sunlight streaming in behind and above them from the collapse).

After a few minutes flailing about in the river, which quickly becomes a lightless

affair, a couple of tunnel offshoots splits the flow, and the river dies down quite a

bit. Some luminescent moss makes the tunnel glow with dim light shortly after the

river starts to spill down deeper into the earth.

Athletics saves must be made. DC 15 or above is handling everything like a boss. DC

10 or above requires a luck save @ DC 10 or suffer 1d4 damage from not being able to

avoid rocky outcroppings in the river. DC 5 or above requires luck save @ DC 15 or

above or take 1d4 damage. DC 1 luck saves produce something awful, TBD.

In short order, the river is no longer strong enough to be sweeping everyone away, and

the pic below is the scene:

Underground_River.jpg

On the rocky “shore” shown in the picture: a furious, smelly, soaking wet owlbear,

aforementioned, is ready to rip something fleshy apart in revenge for the indignity he

just suffered, just as the group is spilling down the river-turned stream some 50 feet

away. The owlbear has already suffered 4 damage from the initial fall into the river.

It charges up the stream immediately in a rage.

Monster_Manual_5e_-_Owlbear_-_p249.jpg


56 HP (52)
AC: 13
Speed: 40
Beak: + 7, d10 + 5
Claws: + 7, 2d8 + 5


After the owlbear fight, another exhaustion check (DC: 11).


The river forks, two separate tunnels, both traversable.

Left tunnel (southeast) (DC 15 to hear scraping sounds from this way, from the

quaggoth).

Quaggoth x1 (extra one if they beat it down hard, and up to another one after that) (no

light sources) — Underground River 8

The Quaqqoth will toss rocks ’til engaged, preferring not to wade into the water to

fight. He snarls, is loud as hell, and will possibly attract an additional one or two

quaggoths, depending on how beat down the group is.

Underground_River_8.jpg

quaggoth-01.jpg

To the right of the pic, not shown, is a network of tunnels and fairly large caves,

basically the lair of the quaggoth(s). There are bones, mostly animal, lots of bats in

one particularly large chamber, and a couple of the caves sport colonies of massive,

brown mushrooms (edible). No light source throughout.

Another exhaustion check in order after exploring the little tunnel network.

There are a couple of little tunnels leading away from the quaggoth lair network, but

too small for anything but a tiny halfling or child to get into.


Right tunnel (south)

Gelatinous Cube — Underground River 3

Underground_River_3.jpg

gcube.png

There is a cube hiding behind that pillar. MM pg. 242. DC 15 perception check to see

it (first person), whom it attacks immediately (if not noticed, it gets adv. on first

attack roll)


Water weird — Underground River 2

Underground_River_2.jpg

water_weird.png

The tree is very magical. Entering the radius of its leaves/branches produces a great

calm. Staying there for more than 5 minutes will force a wisdom save, DC: 10 (and

every 15 min. increment after that). Saving means the close presence of the tree

forces past trauma to be considered, while feeling like a divine presence is

sympathetic and loving. "Your past makes you, you. You are loved, special, beautiful.

All is well. Do not worry. Do not fear."

1+ hours in the tree’s presence yields an inspiration point.

5+ hours in the tree’s presence will yield: plot point (if a luck save DC 10 is made),

full replenishment of spell slots, +1 wisdom (lasting 1 day, and an additional day for

each 5 hours spent there, capping at 5). Bonus wisdom fates at a rate of 1 point per 5

hours spent away from the tree.

Sleeping under the tree will allow a commune to happen via dreams. Non religious

people will get one at random (d30 pantheon) or DM’s call, player’s choice. DM’s call

default will be Quellaxu. This could be a big deal conveying this planet’s fate is

chained to that damn ship.

Keep in mind setting up shop for any length of time will likely bring the myconids in

to investigate, see below.


Myconids x23 (glow worm cave ceiling)

Glow_worm_cave.jpg

myconid.png

spores to dream share — convey they are peaceful and will help heal and allow rest.

They have two spore servant quaggoths. Their spores that produce the shared dream

experience will leave them with a + 2 to wisdom for the next 8 hours.

Their cave is a mere 500 yards or so down a large tunnel from the magical tree. The

progression is still roughly going deeper, and south.

Depending on the time spent resting, consider exhaustion saves.

Several miles of an underground cave network leads to:


The corridor went sharply north, with the river diverting underground a different way.

Underground_River_7.jpg

They hear the sound of battle.

Grun’Chang expedition of 13 (3 dead) are battling a Fomorian Giant. The leader is a

dark druidess. If the PCs help them down the giant, they will be

rewarded. They are trying to find the magic tree, to sap it. There are 2 tunnels

leading out of this cavern, west one spins out in a network a bit, but goes nowhere

that non tiny beings can further explore, the other is a way that meanders deeper and

south, the way that the Grun’Chang came from.

Fomorian.jpg

Exhaustion check.


After that, it’s miles of caverns, and once again the river basically dominates the

cave progression. Some caves open up large, and some have small waterfalls spilling

into them. The underground river, while lazily flowing, becomes rather large.

Exhaustion check.

Underground River 5

Underground_River_5.jpg

Basilisk. It’s likely the basilisk close to the next cavern, below, will hear the

scuffle and enter the fray in 1d4+3 rounds.

basilisk.jpg


Underground River 6

Underground_River_6.jpg

Basilisk.


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