3.1 - Jail Break [ALL ARRESTED]
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3.1 - Jail Break [ALL ARRESTED]

Split
September 27, 2019

[TIME JUMP]

You have been sitting in this cell for what seems like ages. You have no windows or clocks nearby, so it is impossible to even count the days, much less down to the hour or minute. However, while you have been sitting in this cell, you have noticed a couple of things.

1) The drow man will not move from his spot. When food is passed through the bars to you, he will not move to grab the food, and will only eat if the food is brought to him.

2) The drow man doesn't seem like the talking type. One of you asked him for his name, and he grunted out Avbin Lenoké, but that was about it.

3) Guards do not stay on duty for long. You've come to find that the rotation, while is quick, is also perpetual. A new guard will nod to one of the guards that stand in front of your cell, they swap places, and you are never left alone, and/or unsupervised during the changes. Normally, the guards will stand perpendicular to the door/the bar wall of your cell, and for most of the day they only watch you from their peripheral vision. However when the guards change, the one remaining stares at you, intently. You get the gist that the guards together have full visibility on the cell at all times.

4) The food is horrible. You're beginning to think that what they feed you is the scraps that even the dogs don't want. 

What would you like to do?

[give them autonomy. let them think their way through this. if they cannot figure out a way to bap the guards, enter Vazidra Naerth. If they do bap the guards, Avbin will tell them that if they can get to his stuff, he can get them out through the vents. He will then lead them to Orcus Bloom]

VAZIDRA MODE

May you all make a perception check for me? [IF THEY SEE, WRITE IT ON A PAPER AND GIVE IT TO THEM]

DC17 PERCEPTION - you see a small string drop down from the vent and snake behind Avbin's back.

DC18 PERCEPTION - you see a small string drop down from the vent and snake behind Avbin's back and into his hands. You see his arms start to wiggle ever so slightly.

DC19 PERCEPTION - you see a small string drop down from the vent, and a glint of metal attached to it. You see it go behind Avbin's back and into his hands, and you watch his arms start to wiggle ever so slightly.

DC20+ PERCEPTION - you see a small string drop down from the vent, with a glint of metal and with two nearly invisibly black rectangular objects attached to it. You see them snake behind Avbin and into his hands, and you see his arms start to wiggle ever so slightly.

What do you do?

[avbin will unlock his cuffs, and then he will try to throw knives into the necks of the guards. dc 16 If he is successful, then the grate will slowly come off of the wall and be placed on the floor by Vazidra Naerth. She will then lead Avbin and the party out of the castle via the vents, with Avbin insisiting that he take up the rear. Vents require stealth checks to pass through. if only one dies, he will run to get help, roll initiative.

DC15+ - you make it through to the end of the vents without alerting any guards.

DC14-7 - your knee bumps against the wall of the ventilation shaft, and the group has to stop, praying for the guards around to brush off the noise and move along. Please make another stealth check. (apply same dc's) [2nd time around guard investigates a vent next to him. 25% chance of finding pc's]

DC>6 - you have made too much noise and you have been spotted by the guards via the ventilation shaft. time to roll initiative

     send 3 dogs in through different parts of shaft. use the map to mark where they are. move at half speed, 2/3. time to murder the dogs! if they make it to the end of the castle vents before the dogs reach them they are home free https://roll20.net/compendium/dnd5e/Mastiff#content

You turn a corner, and after Avbin turns it as well, he slams a trap door down, and you hear one of the dogs slam into the door, but after you hear some barking and scratching, you hear them give up and turn back around. The drow woman leads you all down a straight ventilation shaft for what seems like a long time, and eventually she opens a trapdoor in front of her and you all file out into what appears to be a wine cellar.

And the drow woman says, "Look, I uh, I know you're in a pretty tight spot right now, y'know, with being now fugitives and all, but we can get you a place of refuge."

Avbin pipes up and says [DEEP IN CHEST, BOTTOM OF ADOM'S APPLE] "No, you can get them a place of refuge. I told you I don't like this plan."

The drow woman gives Avbin a dirty look and says, "I'm Vazidra. I'm the one tasked with getting you all to safety."

[VAZIDRA CONVINCES THEM TO COME TO ORCUS BLOOM.]

Vazidra leads you further through this wine cellar, further and further through shelves of wine, though none of it seems to be old or of high quality. She leads you all behind a curtain hiding maintenance tools, and she and Avbin move a great big chest aside to reveal what appears to be a dug tunnel underneath this building.

So, there are a couple of options for how you want to do this. If you want to talk to either Vazidra or Avbin, or each other even, now is your chance. If you don't we can do a quick fade to black and you'll be at the end of this long underground tunnel.

[insert rp here]

You reach the end of this tunnel, and towards the end it slopes up and you hear rushing water. You get up to the end of the tunnel and you find that you are on the coast of the Great Lake of Hajim, towards the outskirts of the capital. And in front of you, you see a giant building. It is about 5 stories tall, and it is effectively a cylindrical building made primarily out of stone. Around it are quite a number of small huts and tents, and there is a wall surrounding the little community that's about one story tall. 

Avbin Lenoké lead you through the small camp in front of the building, and while they do, she and Avbin do something that is rather shocking to you. They actually takes their scarves off, and they do not seem to be wary of the people around them. Normally, drow people who are open about who they are in this way in public are seen as a disgrace, disrespectful, and even in some parts of town could be beat up in the street with no one willing to intervene on their behalf. Yet, here, they don't seem to be concerned with any of that.

As you all walk through the camp, Vazidra Naerth is greeted by many other people in this camp, drow people, who seem to be living, while in rather unfavorable conditions, happily. She walks up a couple of steps to the door of this monastery and before she can even open the door, it swings wide. You hear Vazidra Naerth chirp a greeting to the person standing in the entrance, a quick, "G'morrow, Lady Springdew."

A tall drow woman, dressed in all white, opens the door and quickly ushers you in, shutting it behind you. "Good morrow, Vazidra, Avbin. Is this everyone?" And as you enter, I would like for you all to take a wisdom saving throw.

DC15 OR BE SUBJECT TO CALM EMOTIONS: https://roll20.net/compendium/dnd5e/Calm%20Emotions#content

As the two chatter back in forth, the rest of you are awe-struck by the interior of this monastery. Inside, is a grand building, filled with drow people. You can see through intricate glass and balconies of the upper floors, and above you you see drow people doing all sorts of things. You see some people fighting, you see some sort of cooking class, except it's not with traditional ingredients but moreover scavenged mushrooms and herbs, annd you see a myriad of other things, and you even see some calmer, less active folks. You see elder drow people telling young children stories, some just sitting by the fire and talking. And when I say that they're by the fire, I mean that they're by the walls because the interior of this entire building is alight. Not alight as in actively burning down, and in fact, there isn't any smoke or heat, really. The people inside this monastery aren't phased by it. And you come to realize that it's not the walls themselves that are alight, but vines and plant matter that is growing up sides of this building, curling around bookshelves, weapons racks, and other odds and ends inside this center of learning. And this plant matter, it burns without burning. You can see that it is alight, but also that it is not shriveling, or even producing embers or ash.

DC10 ARCANA - plants cause spell

DC17 WISDOM - know history/story of plant

DC15 NATURE - know what the plant is