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#animal kingdrom
kristo-flowers · 2 months
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Cormorants
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virginiacreepervine · 4 years
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SMDND 8: Travel
-Still in the underdark broh, still looking for the mushroom kingdrom broh
Heading to to Everlight Grove. This will take 9/17/25 Day 1: The party receives news of Rags’ Death. Luckily, they meet a new companion almost immediately.  Dimly lit by moss. During the first watch on the parties rest, 3 drow Spore Sevants approach. They say nothing, and dont attack unless they are attacked; they will not defend each other. The NPCs find 24 units of food. Party DC is 15. 8/16/24
Day 2:  Completely Dark; As the party begins to tire, the ground splits open. Have everyone roll a dexterity saving throw with a DC of 12. Failing costs 2d6 fire damage. Eldeth takes 10 damage, Jimjar take 9 damage, Shuushar takes 9 damage, Turvy takes 5 damage. NPCs find 28 units of food. Party DC is 15. 7/15/23 Day 3: Completely Dark. Slow pace and not slowed makes it to the silken paths. NPCs find 4 units of food; Party DC is 19. As the party tires, they find 9 giant fire beetles; they’re informed the light glands will last for 3 days after the creature dies, and would be a better light source than the torches they’ve been using, however fighting will add another day of travel. 6/7/14/22
Day 4: Completely Dark. Forage: 24, 15DC. On second watch, during rest, The party is approached by a Derro in fine, noble looking robes. A far cry from Buppido, speaking much more eloquently. “Hello, my name is Y, from the society of Brilliance. Who are you?” 5/6/13/21
Day 5: Completely Dark. Forage: 8. Party DC: 15. As the party proceeds, an Umber Hulk Bursts through the wall and roars, drops the corpse of a deep gnome, then proceeds to attack the party. After the first round, a DC12 Dexterity Saving throw is required or the character take 2d6 fire damage. The fight costs the party a day. The deep gnome corpse carries a small bag containing two Jasper, Onyx, and Zircon. Each gem is worth about 50gp. When going to rest, the party chances upon a ruined stone structure, containing A whistle made of gold colored wood, a brass ring, a stone tablet with dwarvish runes; its a bank receipt, and a glass chess piece. 5/6/13/21
Day 6:  Glowing Mushrooms. Forage 4, Party DC 22. Peaceful. 4/5/12/20
Day 7: Completely Dark. Forage: 32. Party DC 9. The characters enter a cavern dotted with stalagmites and stalactites. Those with a passive Wisdom (Perception) score of 11 or higher spot the sigil carved into one of the stalagmites. There are no demons ahead, but Sarith warns the party to not touch the sigil. 3/4/11/19 Day 8: The group comes upon a crystal cluster. They can harvest these crystals at the cost of time. Striking a crystal or dropping it causes a bright flash of light, forcing a DC10 Con save, lest the characters be blinded. For the rest of the day, any spells cast will force a roll on the wild magic table. Afterwards, the characters must pass over a ridge that is 110 feet high. Tying themselves to ropes will enable advantage on the DC10 Dexterity saving throw required to not fall. On the other side of the ledge is 3 Kuo-toa traders carrying 120gold and 30 days worth of provisions. Forage 24, Party DC 4. 2/3/11/19
Day 9:  Glowing Moss. Forage 24, DC 4. The party is spotted by a drow scout. the DC to notice him is 16. This increases the pursuit level by 1. 1/2/3/10/18
Day 10: Everlight Grove if the party didn’t stop to kill bugs.  Dark. The party comes to another high ledge, this one 30 feet high. On the other side, they are trailed by an ochre jelly; it takes a passive perception of 14 to notice from the person last in marching order. if unnoticed, it attacks when the party camps. If they fight before camp, this adds a day to travel time.  1/2/3/9/17
Day 11: Everlight Grove if the party fought the Jelly during travel. Dark. The party is led through a massive boneyard, where they are attacked by 2 Minotaur Skeletons. This slows the party by a day. 1/2/8/16 Day 12: In a dimly lit area, the party spots some carrion crawlers, crawling on some carrion. They have saddles on their backs; a DC 13 Animal Handling check will allow the characters to approach and ride them. If not, they run away. 1/7/15
Day 13: Everlight Grove if the party is traveling fast. The party comes across a large patch of brown mold; Passing through will require a DC 12 constitution saving throw, or they take 4d10 cold damage. Doing cold damage will dissolve the patch. Going around will cost another day of travel. 6/7/14 Day 14: The party comes across a large section of webs; they will know what to do. Once through the web, they will see a carrion crawler feasting on the corpse of a giant spider; this one also has a saddle on its back. Seeing the other carrion crawlers will lower its DC to 10. 5/6/13
Day 15: Nothing Happens. 4/5/12 Day 16: The party chances upon some Myconid Adults, tending to a mushroom patch. They offer to escort the players to Everlight Grove and introduce them to their Sovereign leader, Phylo. They know a shortcut, taking about 2 hours to reach Everlight Grove. THERE. NO MORE TRAVEL TODAY, THANK YOU GOD.
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kristo-flowers · 2 months
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Heron reflections
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