Mokiakia confirms her thoughts by getting closer to the wall and finding another yellow mark. The group follows her into the left passageway. After following the correct tunnel for 5 minutes, you reach the hideout the kenku had alluded to. You can tell you have arrived because the walls are covered in those same yellow markings you have been noticing up to this point.
This main sewer tunnel then expands into a circular hub with a pair of arrow slits carved into its outer walls (AC53 and AE55), directly across from each other. Two passages continue on to the north and south. A stone door (AF52) is set into the back wall of a stone ledge to the west (visual representation in the spoiler box below).
I attempt to judge the range of the arrow slits from the edge of AD55...it seems that anyone within the circular path might be in range, but just to check...investigation: 14
I also look and listen for the presence of anyone other than our group. Perception: 6
Based on what I learn, I may want to creep past one of the two tunnels to go investigate that stone door.
I look down to the water to see which way is the water flowing, north or south. I would suspect the hideout would not be at a flooded room but a dry one. Survival check 3
I duck and walk south to check a few things better. From the picture it looks like the terrain around the stone door and south of it is eroded or dirty. Nature check to learn about the terrain around the door and the type of stone the door is made of 20
Sim examines the arrow slits from a distance and concludes that it would be hard to avoid both of their lines of sight simultaneously. Perhaps she could avoid one, but not without exposing herself to the other. That's assuming they are indeed manned, of course. Sim then attempts to focus on any strange sounds but can only hear the trickle of putrid water and the flow of this nasty river.
Adrasteia deduces that the door would likely offer the most direct route to their target. There is no telling how far these other sewer tunnels may go, and this is the first door the group sees down here. It must lead somewhere. That said, the sewer tunnels may also be hiding something.
Mokiakia notices the water flows from south to north (no need to roll to see that). She then approaches the door slowly, slogging through 1-foot-deep water and sewage, and learns that both the door and the landing are made out of the same stone as the walls. Cheap but made to last years of erosion. Dirt and grime on the other hand...
NOTE: Just like we pause the LORE BOXES when we are in combat, we will also take a short break from them while exploring a dungeon like this one. Worry not, they'll come back soon enough.
This post has potentially manipulated dice roll results.
Hoping this door takes us somewhere less putrid, I try to open the door, slowly and carefully. I look back at Renaer and motion for assistance; together we should be able to move it. We are too good for this environment. Stealth: 19
Adrasteia approaches the closest arrow slit. Her armor clangs a bit, but she manages to reach it and look inside. It is a bit dark, but her adjusted eyes seem to make the small frame of a humanoid creature who is asleep while hugging a shortbow.
Mokiakia and Renaer approach the door and slowly open it as to not make a lot of noise. Past the door, they see a short hallway that curves right and then left before ending on another identical door.
Although I agree we should forever silence that creature, I am past AE55, so I move forward the corridor and go for the next door. Renear comes along for muscles to open the next door. Investigation check for any traps 6 on the way.
Adrasteia signals to Sim, asking her to use her roguish skills to assassinate a sleeping target. Mokiakia agrees with a nod and then grabs Renaer so they can go open the next door.
Mokiakia glances around for traps but before she can have a good look, Renaer is already walking down the hallway. Luckily for him, no traps are sprung while he strolls toward the next door. Mokiakia does notice another arrow slit, but since Renaer walked by unharmed, she can assume it is safe.
Renaer opens the door and quietly turns to let Mokiakia know that he sees a room to the south and another to the north. There is also a staircase leading downward. He cannot make up any details on these rooms.
I spent too much time examining the arrow slits and the disgusting river, but Adrasteia has my attention now. Rather than stop to take out the sleeping sentry, I catch up with the group at AF 53. I'm ready to clear the south room so we can move on without fear of being attacked from behind.
Sim and Adrasteia think better of potentially starting a fight, and move through the door to catch up with Mokiakia.
Peeking into the southern room, they see nothing but rusty weapons and threadbare clothing littering the floor of the area. Your best guess is that the room serves as a coat room and armory. It seems to contain nothing of value.
I motion to Ranear to move forward towards AA49 so I can try to hear if there is any movement downstairs. Moving forward I can have a better look at the north room too.
I quickly search the south room just in case there's anything hidden, checking for anything concealed, before moving to just outside the north room (AB49). Investigation 11
Sim does a quick check of the southern room. She finds nothing hidden, nor secret passages of any kind, but her time is not exactly wasted as she finds a spear that looks quite functional. The same cannot be said about either the other weapons or pieces of clothing found here. After she collects her prize, Sim joins the rest of the group, who are about to enter the northern room led by Renaer. (Is Mokiakia using Renaer as a meat shield?)
The nobleman steps forward but motions for you to be silent. He points to one of the east corners of the room where a goblin is fast asleep underneath an arrow slit. This is not the same figure you saw through the other arrow slit. Sim and Mokiakia see the goblin as well. On her hand, the goblin holds a tiny bell, while a bow is propped against the wall next to her along with three arrows.
Adrasteia is bringing up the rear while trying to remember anything useful about this place. The only thing she is aware of at the moment that could be helpful is that the Dungsweepers' Guild had storage rooms built in many corners of the sewers at some point in the past. She is guessing this hideout is one of such sets of abandoned storage room that have been repurposed by the Xanathar Guild. There is no telling how many of these hideouts might exist down here nowadays.
I cast Mage Hand and command it to stealthily steal the bell off the goblin so it can’t alert anyone, and replace it with a pebble off the ground, since there are so many goodies flowing through the sewers. Stealth18. Then, I go to the stairs x49.
PS: I am thankful that such a nobleman joined our quest and is of valiant character, not honoring his abilities would be a dissservice. #resourceful #heroshewrote #eyerolldm
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Mokiakia confirms her thoughts by getting closer to the wall and finding another yellow mark. The group follows her into the left passageway. After following the correct tunnel for 5 minutes, you reach the hideout the kenku had alluded to. You can tell you have arrived because the walls are covered in those same yellow markings you have been noticing up to this point.
This main sewer tunnel then expands into a circular hub with a pair of arrow slits carved into its outer walls (AC53 and AE55), directly across from each other. Two passages continue on to the north and south. A stone door (AF52) is set into the back wall of a stone ledge to the west (visual representation in the spoiler box below).
Where to next?
I attempt to judge the range of the arrow slits from the edge of AD55...it seems that anyone within the circular path might be in range, but just to check...investigation: 14
I also look and listen for the presence of anyone other than our group. Perception: 6
Based on what I learn, I may want to creep past one of the two tunnels to go investigate that stone door.
Since I seem to be more of a hindrance than a help in many of these scenarios, I defer to the better judgement of my companions.
I will also run a perception check to see if I have any insight as to where we should head next. 15
I look down to the water to see which way is the water flowing, north or south. I would suspect the hideout would not be at a flooded room but a dry one. Survival check 3
I duck and walk south to check a few things better. From the picture it looks like the terrain around the stone door and south of it is eroded or dirty. Nature check to learn about the terrain around the door and the type of stone the door is made of 20
Sim examines the arrow slits from a distance and concludes that it would be hard to avoid both of their lines of sight simultaneously. Perhaps she could avoid one, but not without exposing herself to the other. That's assuming they are indeed manned, of course. Sim then attempts to focus on any strange sounds but can only hear the trickle of putrid water and the flow of this nasty river.
Adrasteia deduces that the door would likely offer the most direct route to their target. There is no telling how far these other sewer tunnels may go, and this is the first door the group sees down here. It must lead somewhere. That said, the sewer tunnels may also be hiding something.
Mokiakia notices the water flows from south to north (no need to roll to see that). She then approaches the door slowly, slogging through 1-foot-deep water and sewage, and learns that both the door and the landing are made out of the same stone as the walls. Cheap but made to last years of erosion. Dirt and grime on the other hand...
NOTE: Just like we pause the LORE BOXES when we are in combat, we will also take a short break from them while exploring a dungeon like this one. Worry not, they'll come back soon enough.
I would like to run an investigation check on the arrow slits to see if I can see anything through them. 7
I suppose I need to do a stealth check as I sneak up to them as well. 3
Hoping this door takes us somewhere less putrid, I try to open the door, slowly and carefully. I look back at Renaer and motion for assistance; together we should be able to move it. We are too good for this environment. Stealth: 19
Adrasteia approaches the closest arrow slit. Her armor clangs a bit, but she manages to reach it and look inside. It is a bit dark, but her adjusted eyes seem to make the small frame of a humanoid creature who is asleep while hugging a shortbow.
Mokiakia and Renaer approach the door and slowly open it as to not make a lot of noise. Past the door, they see a short hallway that curves right and then left before ending on another identical door.
I snap my fingers to get my companions' attention. When I have it, I point towards the sleeping individual and mimic the action of firing a bow.
Although I agree we should forever silence that creature, I am past AE55, so I move forward the corridor and go for the next door. Renear comes along for muscles to open the next door. Investigation check for any traps 6 on the way.
Adrasteia signals to Sim, asking her to use her roguish skills to assassinate a sleeping target. Mokiakia agrees with a nod and then grabs Renaer so they can go open the next door.
Mokiakia glances around for traps but before she can have a good look, Renaer is already walking down the hallway. Luckily for him, no traps are sprung while he strolls toward the next door. Mokiakia does notice another arrow slit, but since Renaer walked by unharmed, she can assume it is safe.
Renaer opens the door and quietly turns to let Mokiakia know that he sees a room to the south and another to the north. There is also a staircase leading downward. He cannot make up any details on these rooms.
UPDATED MAP:
I feel that we are getting too spread out, so I motion to Sim that we should follow along with Renaer and Mokiakia. I move to AF, 52.
I spent too much time examining the arrow slits and the disgusting river, but Adrasteia has my attention now. Rather than stop to take out the sleeping sentry, I catch up with the group at AF 53. I'm ready to clear the south room so we can move on without fear of being attacked from behind.
Sim and Adrasteia think better of potentially starting a fight, and move through the door to catch up with Mokiakia.
Peeking into the southern room, they see nothing but rusty weapons and threadbare clothing littering the floor of the area. Your best guess is that the room serves as a coat room and armory. It seems to contain nothing of value.
I motion to Ranear to move forward towards AA49 so I can try to hear if there is any movement downstairs. Moving forward I can have a better look at the north room too.
I quickly search the south room just in case there's anything hidden, checking for anything concealed, before moving to just outside the north room (AB49). Investigation 11
I want to run a History check on our surroundings to see if there is anything I can learn from our surroundings (patterns, heraldry, icons, etc.). 5
Sim does a quick check of the southern room. She finds nothing hidden, nor secret passages of any kind, but her time is not exactly wasted as she finds a spear that looks quite functional. The same cannot be said about either the other weapons or pieces of clothing found here. After she collects her prize, Sim joins the rest of the group, who are about to enter the northern room led by Renaer. (Is Mokiakia using Renaer as a meat shield?)
The nobleman steps forward but motions for you to be silent. He points to one of the east corners of the room where a goblin is fast asleep underneath an arrow slit. This is not the same figure you saw through the other arrow slit. Sim and Mokiakia see the goblin as well. On her hand, the goblin holds a tiny bell, while a bow is propped against the wall next to her along with three arrows.
Adrasteia is bringing up the rear while trying to remember anything useful about this place. The only thing she is aware of at the moment that could be helpful is that the Dungsweepers' Guild had storage rooms built in many corners of the sewers at some point in the past. She is guessing this hideout is one of such sets of abandoned storage room that have been repurposed by the Xanathar Guild. There is no telling how many of these hideouts might exist down here nowadays.
UPDATED MAP:
I motion to Sim (who is likely the stealthiest member of our group), to try to take the weapons from the sleeping archer.
I don't think we should try to kill the archer, so disarming him/her may be enough. The archer may have some valuable information.
I cast Mage Hand and command it to stealthily steal the bell off the goblin so it can’t alert anyone, and replace it with a pebble off the ground, since there are so many goodies flowing through the sewers. Stealth 18. Then, I go to the stairs x49.
PS: I am thankful that such a nobleman joined our quest and is of valiant character, not honoring his abilities would be a dissservice. #resourceful #heroshewrote #eyerolldm