D&D 5E [IC] Uller's Out of the Abyss

Uller

Adventurer
OOC: Bertram first


Orsik starts making his speech outside the slave pen where a number of slaves and drow are gathered for a work detail. The gate to the pen is still open. At first two of the drow soldiers start whipping him to make him stop. He keeps going. Then they knock him down and kick him. He stops for a moment, stands....The drow in charge says "say it again and you'll learn what pain is." Orsik looks about and says "Keep the faith and the light will shine from within!" and they start beating him. Other slaves (the paladins?) step in to help.

Bertram sees the three guards (two drow and one officer) come from the guard tower (area 10) and knows that's his chance because that's all that is usually in there.

He slips away and across the rope bridge/catwalk. Inside he sees a small zurkhwood table and chairs where the guards "keep watch" (really they play games or complain or sometimes drink strange fungal wines but those stocks are low these days). There are three holes in the top of the table, like something is meant to attach to it.

There is a smaller side table and on the wall above it is covered with spider silk webbing set with hooks for hanging gear. On it is the kind of gear that soldiers might need for an extended patrol (waterskins, rations for a couple days for each, a bed roll, etc...when a soldier is on guard duty he typically brings with him the kit he would need if things go badly...disciplined soldiers keep this gear ready at all times...by the looks of this gear, the drow are not so disciplined...it looks like it's been there for a long time and is not maintained...but there is probably some useful gear there).

There is a set of stairs (so steep they are more of a ladder) that leads to an upper chamber. They are badly worn and not well maintained. When something like this breaks, slaves are forced to fix them. Most drow don't know how to repair things...that's what slaves are for.

The doors to the tower are very heavy and can be barred from the inside. They are equipped with arrow slots that can be opened and closed and several are carved into the walls towards the west, northwest, north and north east (and look down on the cavern and the west and north east passages.

Bertram also notices the catwalks have large pins where they attach to the inside of the tower...it is intended that they can be dropped, from inside the tower even when the doors are closed and barred. (yes...onto the webs).

The upper chamber is a store room. There you find (in quite a bit of disarray) extra arms and armor as well as stores of dried rations. Much of it is moldy (at least the leather bags it is stored in are moldy) so you aren't sure it is still good. There are a few empty casks of ale and wine along with full (but open) water barrels (which looks like it's potability is suspect at best). This place appears to be intended to the the last stand in a defensive fight...like the keep of a castle.

Among the weapons you find 6 chain shirts, 6 suits of studded leather armor, 6 shields, 6 hand crossbows, 20 cases of hand crossbow bolts (each with 20 bolts - although some are opened and probably missing bolts), 6 short swords, 10 daggers, 6 bags of caltrops (20 per bag), 4 100' long coils of silk rope, 2 building hammers (simple melee weapons 1d4 bludgeoning damage), 2 bags with 10 iron spikes each.

There are also arrow slits in this room that match the ones below. Sitting on a 'table' similar to the one below is a heavy crossbow designed to fire massive heavy bolts. The weapon is too large for a medium creature to hold and wield (although a large creature could), but it is designed to sit on the table...the table is really a stand for it. It does 2d10 piercing damage and has a range of 100/400. It is a action to load it (one character could load it and another could fire it). There are 8 cases of heavy bolts, each contains 5. The bolts are barbed like harpoons and rope can attached to them. There is a second massive crossbow hanging on the wall. It's probably meant for the room below.

Also you find piled to one side packages that are probably meant to be sent back with the relief patrol...these are valuables captured during the raids as well as any gear of value of yours: any arms, armor, adventuring gear etc. It does not include coins, gems, spell components, spell books, spell foci (unless your spell focus is a shield...then it is here, but if it is a holy symbol or something small then it is not here).

OOC: if you guys get in here during your escape you will have a chance to gather up your stuff...each of you can reconstruct as much of your inventory as you can given the guidelines above. Rather than me do that, you can submit it to me and I will approve it but I may remove some items.

Bertram can pocket whatever he wishes that can be easily hidden. DC 10 Sleight of Hand for the first. DC rises by +2 per item. If you fail one, then the drow will notice.

Klep's musical instruments are not here...


When Bertram is coming down from the store room the work detail is coming through the tower and the guards are returning their posts. He tries to slip in like he belongs. One of the guards suddenly notices him.

Drow guard: "Wait, where'd you come from?"

Bertram: "Oh...I had to use the, umm, little halfling's pot...I'm back now." (deception check succeeds)

"Next time :):):):) in your pants. Stay where I can see you or you'll end up like that dwarf. Got it?"

"Uh...yeah..." (whispering to one of the other slaves) "Hey, is Orsik all right?"

"I don't think so...he's messed up. Eldeth is taking care of him."

"Shut up!" <a whip cracks across both your backs>

OOC: Surana's exploration will be next...
 

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Uller

Adventurer
Surana is part of the cleaning detail that passes through the guard tower as Bertram finishes exploring it. When it comes time for one person to go clean the quarters of Ilvana and Shoor, Surana convinces the guards she was the one assigned to the task. They look at eachother, shrug and two of them escort her in.

The lowest chamber belongs to Shoor. It contains cushions laid out across floor mats, a small carved table with two chairs and a sturdy zurkhwood chest. The room is unoccupied. Lying among the cushions is Klep's Dulcimer (ooc: [MENTION=6788194]Zansy[/MENTION] did you have a flute too or are you just proficient?). It appears Shoor has claimed it as his own and has been fiddling with it.

The chest is locked. On the table are some papers with elvish script and a rough map of the outpost showing barricades at the tunnels, the locations of traps and lines from the guard tower and this one intersecting at key places like the passages into the cavern and at the catwalk linking the two towers. You notice there are arrow slits corresponding to these.

The room above is also unoccupied. Inside the walls are hung with black mesh resembling a spider's web, extending from a central spot on the ceiling out to the walls, then draped down like curtains. Thick woven mats cover the floor, while a low platform is covered with cushions and pillows to make a broad divan like bed. One side of the chamber contains a small table and two chairs, while the other holds a small, shrine to Lolth, draped in white silk. A heavy chest of black stained zurkhwood sits at the foot of the bed. Upon the small table is a small silver framed mirror.

Below the shrine are many holy symbols from a wide variety of deities, mostly from the surface. All are covered some black substance, possibly blood, defiling them.

As you go about cleaning you hear some noise from yet another room above. At first it is a wimper, then a cry, then screams. You can't make out the words, but you hear two female elven voices and a male voice laughing and talking and sometimes chanting. Sometimes one of the female voices becomes deep and musical and otherworldly and the sound of it fills you with an urge to flee as far away from here as you can. Then more screams and what are obviously hopeless pleas for mercy. At first you don't recognize it but as you search your mind you realize that the voice belongs to a young elf that has kept to himself the entire time you've been here. You don't even know his name. He was taken out of the pen an hour or so before this work detail started and you didn't think anything of it.

As this goes on, the two drow guards that are watching you seem completely unmoved by what you hear. The are so numb to it, they don't even seem to notice. But when they notice you listening to it they start to laugh. One of them says "You like that? You could be next. Or maybe you're little toadstool friend! Ilvana's got some plans for him...maybe tomorrow it'll be in your soup!"

You get back to your cleaning...You will not be going to the chamber where the screaming is coming from. No slaves ever go up there (at least not any that return alive).
 

JustinCase

the magical equivalent to the number zero
Erevan sits quietly in the slave pens between work shifts. It has become obvious to him that staying low does not help get things done or improve his situation, so the elf grows restless. Waiting for the drow to open the pen, either to collect slaves for some duties or returning them, Erevan prepares to move behind a guard and steal a weapon. If possible, it would be the drow he planted the gem on, so he might talk himself out of it if his theft is noticed... Using his innate elven magic, Erevan creates an illusionary dagger on the drow's belt so the missing weapon will not be obvious.

OOC: I hope the poor elf being tortured is not Erevan?
Using the racial cantrip Minor Illusion, DC 12. Sleight of hand check: [roll0]
 

Uller

Adventurer
Erevan sits quietly in the slave pens between work shifts. It has become obvious to him that staying low does not help get things done or improve his situation, so the elf grows restless. Waiting for the drow to open the pen, either to collect slaves for some duties or returning them, Erevan prepares to move behind a guard and steal a weapon. If possible, it would be the drow he planted the gem on, so he might talk himself out of it if his theft is noticed... Using his innate elven magic, Erevan creates an illusionary dagger on the drow's belt so the missing weapon will not be obvious.

OOC: I hope the poor elf being tortured is not Erevan?
Using the racial cantrip Minor Illusion, DC 12. Sleight of hand check: [roll0]

OOC:
No. You're still safe.

You're shackles make casting impossible and you have no material components (although I am sure you could have scrounged the underdark equivalent to a bit of fleece by now (maybe some fuzz from Orsik's pet spider?)

So before you'd even attempt your plan you'd have to try to slip your shackles some how (DC 20 strength to break, DC 20 Dex to slip, DC 15 Dex with thieves' tools to pick the lock (disadvantage of using some replacement like some wire or something).


 

DMAesh

Explorer
Ezraen sits next to Erevan and speaks in soft tones, You seem to be... um, skilled in some less reputable arts. I have noticed you casing the area too. When the time comes, I have something that we may be able to use to get us out of these blasted chains...
 

Evandur sees that the other faithful of Lathander is speaking with the elf. Seeing the fair folk's hands twitch against the bars, and not seeing that a guard is immediately in the vicinity, Evandur tests his bonds, realizing that (though difficult) burtsting the manacles would not be impossible.

I would rather have my nightmares out there than in this pen, he thinks to himself. He meets the two conspirators eyes with his own and nods. He is in for whatever is next.
 

Uller

Adventurer
The mighty poets write in blood and tears
And agony that, flame-like, bites and sears.
They reach their mad blind hands into the night,
To plumb abysses dead to human sight;
To drag from gulfs where lunacy lies curled,
Mad, monstrous nightmare shapes to blast the world.
-Robert E Howard

After Bertram and Surana return you begin the waiting game...Orsik wakes up and begins to regain some strength. Each of you prepares in your own way. Hours pass. You drift in and out of sleep. The dreams are stronger now. The line between waking and nightmarish slumber becomes impossible to discern.

Then you hear it...over the sound of the water fall...at first imprecptable...a humming of sorts. Is it real? The only clue is that everyone in the pen seems to hear it as well. The sound files you with an urge to flee, to seek refuge and await the passing of it's horrific source.

Some times there is a guard posted outside your door, that is the case now. He stands as he also becomes alert to the strange noise. Then a shadow rises behind him, a quick move, a glint of steel, and the guard spins sideways and convulses, not from his wound but something else (poison?). He drops to his knees, slumps forward against the slave pen gate, a pool of blood and piss spreading around him. His key ring is hanging from his belt, within easy reach. Jorlan's face become visible momentarily, he smiles and nods then is gone.

The humming is growing louder and becomes a droning buzz, like angry wasps. Alarm horns sound from the watch post at the south western end of the outpost. You see Jorlan and two drow move out of guard tower (meaning only one remains...along with possibly the one in the watch post at the north eastern end, just past the quaggoth den).

The buzzing begins to mingle with monstrous shrieks and shouts of alarm. It is hard to see what is happening but through the void of the cavern you swear you see a large winged shape soar passed the guard tower and turn back upon itself. It is pursued by two slightly smaller more insectlike flying creatures (but still far larger than a human). The droning sound is horrible and nearly unbearable and seems be coming from the insectoid things.

Sarith's voice comes from the darkness. "You're time is now. Hesitate and your chance will pass"

OOC:
Someone can get the keys and open the slave pen...

The drow seem to be gathering (at least in part at Jorlan's direction) to the south. You don't know how many flying creatures there are but you saw at least three. They are large in size (wing span of the one was probably about 15 feet).
 

Before even he realizes what he is doing, Evandur rolls towards the fallen body, ending so that his manacled hands are through the bars, fingers enclosing the key ring. "Our time is now," he declares to the others who see him act, a solemn look in his haunted face "No longer shall we subject ourselves to the will of these monsters. We must free ourselves from these shackles and face the unknown. This is now and will always be preferable to the option of death."
 

Uller

Adventurer
Evandur unlocks the door. The weight of the dead elf forces it open and his body slumps with a thud. He was armed with a shortsword, a dagger and a hand crossbow. He wears a chain shirt (won't fit a human or larger) and carries a waterskin and a bit of dried breadlike substance as a ration (enough for half a day). The din of commotion to the south continues to grow.
 

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