”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.”
This post has potentially manipulated dice roll results.
Working out a route to the pumping station NW of them, Z looks at the map and finds that there are several routes of similar length to get to their target. He has no way to determine which one is best, so determines to let the Fates decide; and throws a coin to determine the starting direction. 1 (1 = North, 2 = West).
Working out a route to the pumping station NW of them, Z looks at the map and finds that there are several routes of similar length to get to their target. He has no way to determine which one is best, so determines to let the Fates decide; and throws a coin to determine the starting direction. 1 (1 = North, 2 = West).
This post has potentially manipulated dice roll results.
Pepin walks upfront, mostly listening to Z for the directions when they encounter crossroads. And focusing his senses to what is close up front, any animal sounds or sightings and such.
Perception: 22
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
Tempe and Pepin hear a far off screeching noise echo through the sewers.
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.”
Zenodor [with terrible passive perception of 10] has not heard anything and, being busy studying the map and navigating, remains blissfully unaware of any noise.
It sounds louder to the Northwest, but echos in the meandering passages prove deceptive as the most recent screech sounds very near. You can't see anything yet but feel/know that it's right around the next corner and nearly upon you. (One round to prepare before initiative.)
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.”
”Whatever it is, it is headed this way,” says Randall, grasping his necklace of prayer beads and invoking Bless on himself and two others with him (call it if you want it). He readies his glowing Mace for whatever comes around the corner.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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
Working out a route to the pumping station NW of them, Z looks at the map and finds that there are several routes of similar length to get to their target. He has no way to determine which one is best, so determines to let the Fates decide; and throws a coin to determine the starting direction. 1 (1 = North, 2 = West).
North it is.
Pepin walks upfront, mostly listening to Z for the directions when they encounter crossroads. And focusing his senses to what is close up front, any animal sounds or sightings and such.
Perception: 22
"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
Tempe and Pepin hear a far off screeching noise echo through the sewers.
Randall:
Hearing the distant noises (passive perception 19), Randall halts and listens, trying to identify the nature and direction of the noises.
Perception: 24
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Petcan listens as well, imitating Randall
Perception 16
Paladin - warforged - orange
Zenodor [with terrible passive perception of 10] has not heard anything and, being busy studying the map and navigating, remains blissfully unaware of any noise.
It sounds louder to the Northwest, but echos in the meandering passages prove deceptive as the most recent screech sounds very near. You can't see anything yet but feel/know that it's right around the next corner and nearly upon you. (One round to prepare before initiative.)
Randall:
”Whatever it is, it is headed this way,” says Randall, grasping his necklace of prayer beads and invoking Bless on himself and two others with him (call it if you want it). He readies his glowing Mace for whatever comes around the corner.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I'll send my bat friend ahead to scout" he uses his wildshape summoning a vampire bat then goes into its senses to try and find these creatures.
17
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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