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  1. Journals

3.21 - In the Vents

Sub-Entry
September 27, 2019

MARCHING ORDER:

  1. VAZIDRA - NC
  2. CROTH - NC
  3. DWARIN - C
  4. AKIEM - NC
  5. EDWARD NC
  6. SURINA - NC
  7. MG - NC
  8. VOLTE - C
  9. CYRUS - NC
  10. AELAR N - NC
  11. CELQRYS - NC
  12. AELAR A - C
  13. DENCH - NC
  14. AVBIN - NC

 

So, first things first, I would like for everyone except for croth and dwarin to roll initiative. Croth and Dwarin, you and Vazidra will be unhindered in moving through the vents, and you are far enough ahead to not be slowed down by Akiem. For sake of argument, we'll say that you have made it to the end of the tunnels, and you are back underneath the tavern that Vazidra initially brought Croth and Akiem to.

Everyone who has rolled initiative is moving at 1/3 speed in the tunnels. Round up to the nearest five if your speed doesn't divide nicely.

[roll for 3 dogs, but don't start using them until the top of the second round. avbin has +2 to his initiative roll. at the start of the second turn, you hear barking from behind you, and the sound of claws on metal. 60 feet to being home free. only one dog may attack at once, but the other two might go down separate vent shafts to try and alert their guard friends where the party is. only use the map to mark where the dogs are.]

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 out before the dogs reach them they are home free https://roll20.net/compendium/dnd5e/Mastiff#content

avbin has a dagger (hit:+2 dmg:1d4) and a short sword (hit:+2 dmg:1d6) as well as 30 hit points.

~~~

You turn a final corner, and after Avbin, who had been keeping up the rear of the party, 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. Vazidra Naerth 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."

And 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. 

Vazidra Naerth and 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 take 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, 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

 

However, as you enter the monastery you also see someone else. A man who strongly resembles the companion you lost in the cell, Beerus. The person in front of you is a bit bigger than Beerus was, but the resemblence is striking. Enter, Champa.