3.3 - Jail Break [ALL ESCAPED]
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3.3 - Jail Break [ALL ESCAPED]

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September 27, 2019

Vazidra Naerth pulls her scarves back over her hair and face, and she gracefully hops up onto a windowsill above your hiding spots. Rather quickly, she is able to ascend up the building next to you, and you see her peer over the rooftop down at you.

ACROBATICS CHECK TIME - building is 40 feet tall

DC15 - complete success

DC10 - you make it about half way up, but you've also skidded down in small spurts here and there. Please make another acrobatics check

DC >10 - you find it incredibly difficult to scale the wall. In fact, you're having trouble getting even onto the top of the first windowsill. / you skid down about 5 feet.

 

You all make it onto the top of the roof, and you find Vazidra Naerth perched on the eves of this building. She points towards the edge of town, to another building that sits on the side of a hill. "That's where we're heading." She says. 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. 

DC10 WIS CHECK reveals that it's Orcus Bloom.

Time for one more acrobatics check.

DC15 - complete success, you are able to roof hop successfully to the edge of town, following Vazidra Naerth

DC10 - you are able to jump in between the roofs with some minor difficulty. A couple of the gaps between buildings are too wide for you to be certain you can cross, so a couple of times you have to ask the group to stop so you can hop across a couple of other nearby buildings in order for you to make it to the one you were originally supposed to cross to.

DC >7 - you actually fall in between the buildings. Luckily when you end up losing your footing, you're a) closer to the outskirts of town, so there aren't many people who see you fall, and on that note none that do are royal guards. However, you do take [1D6 BLUDGEONING DAMAGE]. From here, you can either make a perception check to try and follow them from the ground level DC13, a wisdom check to see if you can either remember vaguely the way to the building DC8, or you can make one more acrobatics check to try and get back up onto the buildings to follow Vazidra Naerth from the rooftops again DC10. You'll only have to make one more acrobatics check, though.

So, you all in some way or another you all are able to make it to this great tower of stone. Vazidra Naerth leads you through the small camp in front of the building, and while she does, she does something that is rather shocking to you. She actually takes her scarves off, and does not seem to be wary of the people around her. 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, she doesn'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 Naerth. 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, and 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