"I think Pepin has the right idea, focus on the business we're about and see what the results yield. They don't even know we're preparing for their underground incursion. I'd be curious to see how they react to such a disastrous venture on their part."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Alright, so what time should we meet up to get into the sewers?"
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"Alright, so what time should we meet up to get into the sewers?"
"Given that we do not know exactly when or where the Goblins are likely to break through, I believe we will have little choice but to wait in the Sewers themselves to be in the best position. General, as we cannot keep an eye on all parts of the Sewer, can you spare some men as runners to alert us to the Goblin breakthroughs - wherever they may be?"
"Yes, of course, I man there will also be some other strike teams deployed to hopefully contain and limit their movement through the sewers. If we can keep them occupied that should give you a clearer route to the pumping station."
Planders points to a map, "It's best to enter here near the Northwest edge of the original sewers and follow this route." There is a green line highlighting the shortest route to the pumping station.
General Teschar adds, "If you're ready we can escort you directly there after we leave as I plan to have a nearby building made into a checkpoint of sorts, it used to be Narber's Bakery before it closed. Our runners and messengers will report from there."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Alright then, let it begin. Good luck!" General Teschar then nods to Planders.
Planders rises from the table, "I'll escort you to the entrance and make sure there are runners and messengers set aside just for you." Planders then guides you through Laurentiis to the sewer access.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(As per the chat thread) On the way to the Sewers, Z will try to get hold of some coloured chalks. While on the street, he will call over to some children. "Hey, you there. A few silver pieces reward for whoever can run quickly to get us a selection of coloured chalks!" [chalk costs 1CP, so we are overpaying 10x - but I trust this will encourage some enterprising kids to run very swiftly to bring us some]
You interrupt some game between two urchins who look too young to be in the streets. When they see the silver coins they both rush over, the boy "Gar" arrives seconds before the girl "Sola."
"Yes my lord I'm Gar and this is Sola. I take it you want a message delivered?"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Not a message as such. I simply need some items. And quickly. We are on the way to enter the sewers. Could you run and fetch us a bunch of chalks in different colours please?"
He throws them a couple of silver pieces.
"Here's some money to buy the chalks. There will be twice that again if you bring them to us quickly before we enter the sewers. I thank you in advance"
Gar and Sola each catch the silver and rush off in the same direction.
Later, shortly after you arrive at the sewer access Gar and Sola arrive each holding handfuls of different colored chalks.
"Here my lord, one in every color we could find." There is a rainbow assortment of sticks of chalk.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Thank you. A just well done. Here are 5 silver pieces each." Z hands them the coins. "Spend the money well, and take care. We may also have more jobs for you and your friends in the future, so be sure to stay in touch."
(Z sees this as an investment. Rumors should spread. And Street Urchins can be very handy allies. They come and go anywhere without suspicion and virtually unnoticed. When necessary, we could use such allies for e.g. keeping an eye on a building or people, searching for something, delivering things, etc. Think Sherlock Holmes' "Baker Street Irregulars" which similarly were Urchins put to good use in solving his cases)
Z has nothing else left to prepare and is ready. "Everyone ready? The Sewers may not be the most obvious place to seek glory, but I feel we shall teach those Goblins a lessons they won't soon forget."
”Yes, let us proceed,” says Randall, holding out Lightbringer as they head into the sewers, its light bathing the cleric and those around him in the soft golden hues of dawn.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(And so, our brave party of adventurers enters the most classic of all adventure locations: The mandatory Sewer level.)
Zenodor, not being a Melee-type fighter, is happy to walk somewhere in the middle of the group and will try to keep his eyes on the map to ensure they know where they are and don't get lost. Whenever there is some ambiguity in a junction or somewhere, he will use the coloured chalks to make some marks to ensure they can find their way back again. Just to make it extra difficult, in case the Goblins do stumble across the marks, he will not just draw arrows, but write Left/Right etc in Draconic (one of his languages he never gets to use). Where necessary, he will also keep pencilled notes on his main map.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
When the grates are lifted you expect a rather pungent odor but are mildly surprised to find it somewhat muted, it still stinks but at least it's not to high heaven.
Climbing down the access ladder the 6 soldiers follow you and you begin heading off. The passages run N, E, S, and W here in the original design.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
When the grates are lifted you expect a rather pungent odor but are mildly surprised to find it somewhat muted, it still stinks but at least it's not to high heaven.
Climbing down the access ladder the 6 soldiers follow you and you begin heading off. The passages run N, E, S, and W here in the original design.
Z is beginning to regret that he did not think of purchasing some sort of face mask before venturing down into the Sewers. He tries to find something in his pack or clothing (like a scarf or handkerchief) to put over his mouth and nose.
Having completed this crucial job, Z considers the map and guides the party towards the best route. (should I roll anything?)
(If you ever feel a roll is necessary, go ahead and I will respond to it... if I ever feel one is necessary I will ask for one. Other times a descriptive post of what you're doing could help.)
The pumping station is at the Northwest edge of the outer ring (3rd design) of the sewers. You are currently in the original (1st design) of the sewers and the passages follow a straight forward design of N, E, S, and W.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"I think Pepin has the right idea, focus on the business we're about and see what the results yield. They don't even know we're preparing for their underground incursion. I'd be curious to see how they react to such a disastrous venture on their part."
"Alright, so what time should we meet up to get into the sewers?"
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"Given that we do not know exactly when or where the Goblins are likely to break through, I believe we will have little choice but to wait in the Sewers themselves to be in the best position. General, as we cannot keep an eye on all parts of the Sewer, can you spare some men as runners to alert us to the Goblin breakthroughs - wherever they may be?"
"Yes, of course, I man there will also be some other strike teams deployed to hopefully contain and limit their movement through the sewers. If we can keep them occupied that should give you a clearer route to the pumping station."
Planders points to a map, "It's best to enter here near the Northwest edge of the original sewers and follow this route." There is a green line highlighting the shortest route to the pumping station.
General Teschar adds, "If you're ready we can escort you directly there after we leave as I plan to have a nearby building made into a checkpoint of sorts, it used to be Narber's Bakery before it closed. Our runners and messengers will report from there."
"Alright then, let it begin. Good luck!" General Teschar then nods to Planders.
Planders rises from the table, "I'll escort you to the entrance and make sure there are runners and messengers set aside just for you." Planders then guides you through Laurentiis to the sewer access.
(As per the chat thread) On the way to the Sewers, Z will try to get hold of some coloured chalks. While on the street, he will call over to some children. "Hey, you there. A few silver pieces reward for whoever can run quickly to get us a selection of coloured chalks!" [chalk costs 1CP, so we are overpaying 10x - but I trust this will encourage some enterprising kids to run very swiftly to bring us some]
You interrupt some game between two urchins who look too young to be in the streets. When they see the silver coins they both rush over, the boy "Gar" arrives seconds before the girl "Sola."
"Yes my lord I'm Gar and this is Sola. I take it you want a message delivered?"
"Not a message as such. I simply need some items. And quickly. We are on the way to enter the sewers. Could you run and fetch us a bunch of chalks in different colours please?"
He throws them a couple of silver pieces.
"Here's some money to buy the chalks. There will be twice that again if you bring them to us quickly before we enter the sewers. I thank you in advance"
Gar and Sola each catch the silver and rush off in the same direction.
Later, shortly after you arrive at the sewer access Gar and Sola arrive each holding handfuls of different colored chalks.
"Here my lord, one in every color we could find." There is a rainbow assortment of sticks of chalk.
"Thank you. A just well done. Here are 5 silver pieces each." Z hands them the coins. "Spend the money well, and take care. We may also have more jobs for you and your friends in the future, so be sure to stay in touch."
(Z sees this as an investment. Rumors should spread. And Street Urchins can be very handy allies. They come and go anywhere without suspicion and virtually unnoticed. When necessary, we could use such allies for e.g. keeping an eye on a building or people, searching for something, delivering things, etc. Think Sherlock Holmes' "Baker Street Irregulars" which similarly were Urchins put to good use in solving his cases)
Z has nothing else left to prepare and is ready. "Everyone ready? The Sewers may not be the most obvious place to seek glory, but I feel we shall teach those Goblins a lessons they won't soon forget."
Randall:
”Yes, let us proceed,” says Randall, holding out Lightbringer as they head into the sewers, its light bathing the cleric and those around him in the soft golden hues of dawn.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Pepin is ready to go as well.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Petcan is ready
Paladin - warforged - orange
Tempe nods
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(And so, our brave party of adventurers enters the most classic of all adventure locations: The mandatory Sewer level.)
Zenodor, not being a Melee-type fighter, is happy to walk somewhere in the middle of the group and will try to keep his eyes on the map to ensure they know where they are and don't get lost. Whenever there is some ambiguity in a junction or somewhere, he will use the coloured chalks to make some marks to ensure they can find their way back again. Just to make it extra difficult, in case the Goblins do stumble across the marks, he will not just draw arrows, but write Left/Right etc in Draconic (one of his languages he never gets to use). Where necessary, he will also keep pencilled notes on his main map.
Pepin can walk upfront.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
When the grates are lifted you expect a rather pungent odor but are mildly surprised to find it somewhat muted, it still stinks but at least it's not to high heaven.
Climbing down the access ladder the 6 soldiers follow you and you begin heading off. The passages run N, E, S, and W here in the original design.
Z is beginning to regret that he did not think of purchasing some sort of face mask before venturing down into the Sewers. He tries to find something in his pack or clothing (like a scarf or handkerchief) to put over his mouth and nose.
Having completed this crucial job, Z considers the map and guides the party towards the best route. (should I roll anything?)
(If you ever feel a roll is necessary, go ahead and I will respond to it... if I ever feel one is necessary I will ask for one. Other times a descriptive post of what you're doing could help.)
The pumping station is at the Northwest edge of the outer ring (3rd design) of the sewers. You are currently in the original (1st design) of the sewers and the passages follow a straight forward design of N, E, S, and W.
As Tempe follows the others he listens 17 perception for the sounds of digging.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please