"Nice work Karm, that solves that mystery", Drexon says as he looks at the tunnel.
"By the smell of it, that really was the definition of an emergency exit!", he says with a chuckle. "I don't fancy it myself, but it would be good to know where it comes out", he says giving a smile and the slightest nod of his head to Cob, who looks like he would fit just fine.
I've been in some tight spaces before and that looks doable. But once we get in there and get all stinky we can't take the roads without gaining a lot of attention. Karm glances over to Drex I dont think there is a need for any of us to get in there
"My thinking is that if we know what to look for on the other end to identify the secret entrance, we can look for it at other Verdant Mason stashes. That way we can sneak in and out without anyone ever knowing", Drexon explains to Karm.
"We're here so might as well take a quick look," Cob says.
He holds his nostrils closed with one hand and dips down into the crawlspace to take a quick look. He doesn't bother with the candle, relying on his Devil's Sight if it gets dark.
Drexon quickly makes a telepathic connection to Cob before he disappears from sight.
"Let me know what you see and hear as you go, and I will pass it on. We have 3 minutes before the connection goes", he says out loud, and passes on anything Cob says to the others, unless told explicitly not to.
"I think I will lock up for the day," Qayne says. "You might want to make yourself comfortable. The sewers are a maze and it will take your friend some time if you want to find something substantial. Help yourself with a bottle. Blood Wine was it?"
He pulls some empty wine glasses from the cellar and brings to you a bottle of Blood Wine c.a. 325 ABM. He makes a performance of it with a small nostalgic smile on his face, putting the glasses on the round table, opening the bottle, and pouring each of you two-thirds of a glass with a flourish. He leaves the bottle on an ice bucket and walks upstairs. You can hear the sound of locks being engaged before Qayne returns back down with some foldable chairs.
Cob, even with your ability, it seems that the crawlspace goes further still after you reach the beginning of the submerged part. You have to crawl a further 30 feet through wastewater before you can see a junction and an opening at the end of the tunnel. Strangely enough, as you crawl through the submerged space, you are only surrounded by cold water. It is still foul and smelly water but lacks the usual constituents that you would expect from a sewer slurry. The crawlspace, however, is getting a bit slimy the further you crawl.
Cob relays what he's seeing back to Drexon and then adds "I don't think this is a sewer. And it could be a bit of a maze. Just hope there's nothing waiting in the center."
He makes his way at least to the junction to get an idea of what's down here.
Drexon frowns as Qayne and Cob both suggest in a roundabout sort of way this was not the best idea.
"Cob says it is a bit of a maze, and possibly not a sewer", he tells the others.
"Maybe this was a bad idea", he sends to Cob before the telepathy runs out. "Qayne says the sewers are a maze that will take you a lot longer than this telepathy will last to navigate. I don't want you getting lost".
"I suggested to cob it was the best idea after all. Up to them if they abandon it and come back now", he reports to the others.
With that he thanks Qayne for the chair and picks up one of the glasses of Blood Wine, taking a sip and a seat.
Cob, you make your way to the junction and see that it spans to the left and right quite far beyond the edge of your limited vision. You can see a long platform along the walls of the tunnel with room for people to walk on. The water flows in the center, about half a foot lower than the platform. From what you can see, there are many corridors and turns that can make navigating the place quite hard. As you arrive at the junction, you can hear the sound of slurping near your location. It is quite hard to determine where the sound came from as the noise echoes through the stone sewer walls.
Drexon, when you sip the wine, there is a hint of a metallic smell and taste. There is a chance that the wine's name is not just a name. There could be real blood used in the process of creating it. It does taste rather good, better than any wine you have ever tasted before.
Cob listens to the slurping noise for a moment and shivers a little. He notes the platform ledge along the tunnel and shrugs.
"Well, no sense getting eaten on my own," Cob says before turning back and making his way to the cellar.
Assuming an uneventful return journey, he relays what he's seen.
"Once you get down there, looks like it would be easy to get about and stay relatively dry and move quickly," Cob says. "But you'd need a map to make much sense of it."
He looks over at the map they had been looking at and move over to take a closer look.
"Maybe that's what this is."
He sees if from where they've figured out they're at now if the one tunnel he saw would match up with the line on the map.
"Oh, and there's either a drain pipe making a sucking noise down there or a sewer creature slurping."
"The lodge under the Lucky Ranch is not that different from this place," Qayne offers. "However, perhaps you can find something there. I only stayed long enough to give it a cursory glance. It definitely had seen more use than this one. It was still in pristine condition the last time I went there. That was roughly a couple of years ago."
Cob looks at the map that they have out on the table, trying to see if what's there might give them an underground route to the Lucky Ranch. They might be able to come in from below without letting anyone know they're there.
"Any chance this map is of the tunnels under the city?"
Drexon places down the atlas on the table so they can compare it with the map on the table, helping Cob as best he can to identify whether the table map shows the sewers and underground tunnel system.
With a bit of help, Cob and Drexon lay down the atlas on the table and begin following each line in the table map that will match something with the atlas map. As you compare the two different version, you begin to notice that some feature stays the same. With the Crimson Smash as a reference point, you begin to see that the double line in the table map roughly follows the city streets, with the major street having a wider gap between the double lines. They seem to correspond to the sewer tunnel that Cob had seen.
When you follow the route to the location of the Lucky Ranch, you can see that it involves a lot of turns and twists. The same can be said when you try to trace your path to the other voids. However, all the other voids seem to reside right beside a major street, just like the Crimson Smash. There is a chance that, yes, there will be a secret passage that is not noted in the table map.
As you trace the sewer line to each of the voids, you also notice that they all converge and intersect at the same place. You would expect that it would cross in the middle of the city, but this is not the case. It converges north from the center of town, right in the middle of the Hayknot district, specifically in the vicinity of the Verdant Mason Museum.
”So we need to come up with a plan. It’s nearing dark and some of us aren’t exactly sneaky.” Eremoz motions to himself and Dvark. “I don’t think we will be lucky enough to walk in and stumble on another secret room. So…thoughts?”
"Well, this is a bit messy, but it does give a way into whatever this Verdant Mason Museum is all about," Cob says. "A way in where we don't have to be sneaky."
He looks at the map again.
((Besides the lines indicating the tunnels and the voids and the convergence at the museum, is there any indication of other entrances - akin to sewer entrances?))
Another point of interest that you manage to find in the table map is the end of the sewer lines. You find three such things. One is far to the east of the Hayknot district, away from the farmlands and quite far out of the city. Another is to the west, at the far edge of the Westmoor district. The last one is to the southeast, at the outermost part of the Ironside district. You may need to choose between the three if you don't want to crawl through the crawlspace as Cob did.
"I like the idea of going to the museum, but perhaps we could just go in through the front door during open hours, after all it is likely a place people go. We could also go to the Lucky Ranch and use the code we have been given. That is more risky as they will be able to identfiy us, but perhaps a secret organisation demands discretion", he says, speaking his thoughts out loud.
"The sewer route is the alternative, and likely the best way to find the other stashes, without further information. I do wonder if we will find more at the museum and Lucky Ranch that could identify the other stashes or perhaps give us the codes".
A mischievous expression crosses his face. "Although I could try and extract the code from someone at Twenty-One Jack without them knowing", he says tapping his temple.
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"Nice work Karm, that solves that mystery", Drexon says as he looks at the tunnel.
"By the smell of it, that really was the definition of an emergency exit!", he says with a chuckle. "I don't fancy it myself, but it would be good to know where it comes out", he says giving a smile and the slightest nod of his head to Cob, who looks like he would fit just fine.
I've been in some tight spaces before and that looks doable. But once we get in there and get all stinky we can't take the roads without gaining a lot of attention. Karm glances over to Drex I dont think there is a need for any of us to get in there
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
"My thinking is that if we know what to look for on the other end to identify the secret entrance, we can look for it at other Verdant Mason stashes. That way we can sneak in and out without anyone ever knowing", Drexon explains to Karm.
"As for being dirty, I can help with that", he adds cleaning some more dust away to demonstrate.
Yes i forgot that this was an option. he scratches his head before casting prestidigitation himself
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob takes a deep breath and looks around.
"We're here so might as well take a quick look," Cob says.
He holds his nostrils closed with one hand and dips down into the crawlspace to take a quick look. He doesn't bother with the candle, relying on his Devil's Sight if it gets dark.
Drexon quickly makes a telepathic connection to Cob before he disappears from sight.
"Let me know what you see and hear as you go, and I will pass it on. We have 3 minutes before the connection goes", he says out loud, and passes on anything Cob says to the others, unless told explicitly not to.
"I think I will lock up for the day," Qayne says. "You might want to make yourself comfortable. The sewers are a maze and it will take your friend some time if you want to find something substantial. Help yourself with a bottle. Blood Wine was it?"
He pulls some empty wine glasses from the cellar and brings to you a bottle of Blood Wine c.a. 325 ABM. He makes a performance of it with a small nostalgic smile on his face, putting the glasses on the round table, opening the bottle, and pouring each of you two-thirds of a glass with a flourish. He leaves the bottle on an ice bucket and walks upstairs. You can hear the sound of locks being engaged before Qayne returns back down with some foldable chairs.
Cob, even with your ability, it seems that the crawlspace goes further still after you reach the beginning of the submerged part. You have to crawl a further 30 feet through wastewater before you can see a junction and an opening at the end of the tunnel. Strangely enough, as you crawl through the submerged space, you are only surrounded by cold water. It is still foul and smelly water but lacks the usual constituents that you would expect from a sewer slurry. The crawlspace, however, is getting a bit slimy the further you crawl.
Cob relays what he's seeing back to Drexon and then adds "I don't think this is a sewer. And it could be a bit of a maze. Just hope there's nothing waiting in the center."
He makes his way at least to the junction to get an idea of what's down here.
Drexon frowns as Qayne and Cob both suggest in a roundabout sort of way this was not the best idea.
"Cob says it is a bit of a maze, and possibly not a sewer", he tells the others.
"Maybe this was a bad idea", he sends to Cob before the telepathy runs out. "Qayne says the sewers are a maze that will take you a lot longer than this telepathy will last to navigate. I don't want you getting lost".
"I suggested to cob it was the best idea after all. Up to them if they abandon it and come back now", he reports to the others.
With that he thanks Qayne for the chair and picks up one of the glasses of Blood Wine, taking a sip and a seat.
Cob, you make your way to the junction and see that it spans to the left and right quite far beyond the edge of your limited vision. You can see a long platform along the walls of the tunnel with room for people to walk on. The water flows in the center, about half a foot lower than the platform. From what you can see, there are many corridors and turns that can make navigating the place quite hard. As you arrive at the junction, you can hear the sound of slurping near your location. It is quite hard to determine where the sound came from as the noise echoes through the stone sewer walls.
Drexon, when you sip the wine, there is a hint of a metallic smell and taste. There is a chance that the wine's name is not just a name. There could be real blood used in the process of creating it. It does taste rather good, better than any wine you have ever tasted before.
Cob listens to the slurping noise for a moment and shivers a little. He notes the platform ledge along the tunnel and shrugs.
"Well, no sense getting eaten on my own," Cob says before turning back and making his way to the cellar.
Assuming an uneventful return journey, he relays what he's seen.
"Once you get down there, looks like it would be easy to get about and stay relatively dry and move quickly," Cob says. "But you'd need a map to make much sense of it."
He looks over at the map they had been looking at and move over to take a closer look.
"Maybe that's what this is."
He sees if from where they've figured out they're at now if the one tunnel he saw would match up with the line on the map.
"Oh, and there's either a drain pipe making a sucking noise down there or a sewer creature slurping."
"Nice work, Cob", Drexon says after Cob reports on what he found.
"And even if this map is not sufficient, there is bound to be one in the Archive, should we choose to search for one".
He looks to the others. "What do you all think we should do? We could go to the Lucky Ranch, but it is a bit of a trek".
"The lodge under the Lucky Ranch is not that different from this place," Qayne offers. "However, perhaps you can find something there. I only stayed long enough to give it a cursory glance. It definitely had seen more use than this one. It was still in pristine condition the last time I went there. That was roughly a couple of years ago."
Cob looks at the map that they have out on the table, trying to see if what's there might give them an underground route to the Lucky Ranch. They might be able to come in from below without letting anyone know they're there.
"Any chance this map is of the tunnels under the city?"
Drexon places down the atlas on the table so they can compare it with the map on the table, helping Cob as best he can to identify whether the table map shows the sewers and underground tunnel system.
With a bit of help, Cob and Drexon lay down the atlas on the table and begin following each line in the table map that will match something with the atlas map. As you compare the two different version, you begin to notice that some feature stays the same. With the Crimson Smash as a reference point, you begin to see that the double line in the table map roughly follows the city streets, with the major street having a wider gap between the double lines. They seem to correspond to the sewer tunnel that Cob had seen.
When you follow the route to the location of the Lucky Ranch, you can see that it involves a lot of turns and twists. The same can be said when you try to trace your path to the other voids. However, all the other voids seem to reside right beside a major street, just like the Crimson Smash. There is a chance that, yes, there will be a secret passage that is not noted in the table map.
As you trace the sewer line to each of the voids, you also notice that they all converge and intersect at the same place. You would expect that it would cross in the middle of the city, but this is not the case. It converges north from the center of town, right in the middle of the Hayknot district, specifically in the vicinity of the Verdant Mason Museum.
”So we need to come up with a plan. It’s nearing dark and some of us aren’t exactly sneaky.” Eremoz motions to himself and Dvark. “I don’t think we will be lucky enough to walk in and stumble on another secret room. So…thoughts?”
Cob gestures at the map.
"Well, this is a bit messy, but it does give a way into whatever this Verdant Mason Museum is all about," Cob says. "A way in where we don't have to be sneaky."
He looks at the map again.
((Besides the lines indicating the tunnels and the voids and the convergence at the museum, is there any indication of other entrances - akin to sewer entrances?))
Another point of interest that you manage to find in the table map is the end of the sewer lines. You find three such things. One is far to the east of the Hayknot district, away from the farmlands and quite far out of the city. Another is to the west, at the far edge of the Westmoor district. The last one is to the southeast, at the outermost part of the Ironside district. You may need to choose between the three if you don't want to crawl through the crawlspace as Cob did.
Drexon ponders for a moment.
"I like the idea of going to the museum, but perhaps we could just go in through the front door during open hours, after all it is likely a place people go. We could also go to the Lucky Ranch and use the code we have been given. That is more risky as they will be able to identfiy us, but perhaps a secret organisation demands discretion", he says, speaking his thoughts out loud.
"The sewer route is the alternative, and likely the best way to find the other stashes, without further information. I do wonder if we will find more at the museum and Lucky Ranch that could identify the other stashes or perhaps give us the codes".
A mischievous expression crosses his face. "Although I could try and extract the code from someone at Twenty-One Jack without them knowing", he says tapping his temple.