Out of the Abyss

Session Two - Escape into the Underdark

Fleeing into the twisting passages of the Underdark, the party stopped only long enough to create a rope system to keep each other together, then set a hasty pace in a generally northeast direction away from Velkynvelve. Fang creates a rope sling for Prince Derendil and Ront to carry Stool so he is not left behind.

The Underdark itself teems with strange sounds, odd lights and cave features, and myriad flora . Dellic assisted Dengg in finding some bluecap mushrooms to collect for a future meal, and the party traveled several miles before stopping at a large empty cavern. There, Dengg took the lead and tumbled into a sinkhole with Dellic before being pulled out by the rest of the party. The ropes may have helped. Dengg begins leaving some foodstuffs on the ground in the hopes of confusing any pursuers.

Several more miles of mixed terrain and passages go by before the party finds themselves approaching a stream bordered by several different kinds of plants. Numerous passages converge on the stream and head off in different directions, and the area is brightly lit by the lights known as faerzress -. This magical light is randomly dispersed throughout the Underdark, and anyone who has a very basic knowledge of the Underdark knows it is fairly common and harmless. Faerzress appears like glowing energy of various colors, typically blues, purples, greens, and reds, and is bright enough for people without darkvision to see normally.

The party stops there, takes some time to equip some armor and fashion packs from their materials, mash up some of the bluecaps into a joyless, hummus-like meal, and squeeze water from the waterglobe mushrooms Dellic has found growing by the stream. Watches are set, and the night begins. The caverns are mysteriously silent, even from normal sounds like wind or cave crickets.

All members of the party who aren’t on watch (everyone but Dellic and Prince Derendil) have a terrible dream, hearing the panicked screams of a woman alongside the snarling and yipping of a pack of dog or hyena-like creatures in pursuit. Before awakening, they taste blood, fur, and hair in their mouths, and they wake coughing and spitting. Several of the party slump forward in a stupor; Fang immediately attacks Prince Derendil, who flies into a rage. Dellic attempts to subdue the halfling, and asks Dengg for help, who is compelled by temporary madness to help. During the fight, Fang is grappled by Dengg after doing substantial damage to Derendil. Derendil is knocked out by Dellic, who then attempts to roust the rest of the party for the next several minutes.

At more or less the same time, the party members affected by the mysterious madness come to. The party is still by the stream. They will be able to take with them 2 days worth of water and 1 day worth of food for each member using the resources at hand. Harvesting will take an hour or so, or you can just press on. No one has seen sign of the Drow or any other sentient creatures… yet. You believe you are heading in the general direction of the Kuo-Toa city, but have at least a week before you get there.

Players present will get 150XP for taking efforts to not be caught by the Drow and for finding food.

DM Notes: I wanted to set some tone for travel, but we won’t be slogging through each day one at a time like this session. Since there were only two players present I didn’t want to get into anything that deep and we had several distractions :) Next time, we’ll reduce the travel to how you’re accounting for food, how you’re attempting to elude your pursuers, and important plot and terrain encounters before hopefully reaching the next big area.

Comments

robertpelfrey robertpelfrey

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.