I can't say I'm not a bit jealous, boys, even if the likenesses are a bit poor. he wrinkles his nose at the scent from below. I must admit this is not what I thought of when I imagined myself as an adventuring hero in my youth. Onward?
"For a gang who prize mages, they certain do want us spellcasters killed. Routing the competition perhaps?" Incantis shrugs, his eyes dark. "We'll want to look into the Divlaynes after this, no?"
Are there any other points of Egress from the Barracks aside from the smelly door & where we came from?
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Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
The door opens. It looks like it ought to creak as it opens, but no, it's smooth and quiet and suggests that it's used a lot.
And on the other side, in the darkness which you can easily light with a torch or spell, are the sewers of Waterdeep. You're in a long passage that stretches north-east to south-west. You are on the west side of the 'river' on a pathway; there's a similar path on the opposite site, and a bridge about sixty feet to the north-east. The sewer reaches a crossroads that you can see about forty feet to the south-west.
If any of you have history in Waterdeep, you can make a History check to see if you know anything about the sewers.
(sorry, got side tracked trying to figure out when was the last time the loot file got updated or we divvied out a haul! And it's been a loooong time.)
Having no previous knowledge of Waterdeep but a passing familiarity with the homely stench of a sewer, Strix pads tentatively through the door, listening.
No voices, no man made sounds, but... some evidence that the pathways are clear enough for people to pass, often enough to be at least a few times a day. The kind of long-term growths or patches of slime that might be an impediment have been cleared away, or so it seems. You know that the sewers of Neverwinter, though badly damaged in much of the city, are still in use by the criminal element of the city, and can surmise it is much the same in Waterdeep.
Scupper would know that sewers are used for criminal activity, but no more than that. So it's unsurprising that this gang has a hideout that leads to the sewers, but they're massive; it would be hard to track a particular group, because there are so many others you might run in to.
Oi! Strix! Think ye could track sometin in all this muck? There’s gonna be other lowlifes down here smuggling and cut purse hideouts and the like but maybe there’s a way you could follow the paths the dead captain here took? Inky? Your wee devil bird could scout ahead sos we don’t run into any unnecessary brigands we aint looking for? Who’s ready to tour the REAL Deepwater?
This post has potentially manipulated dice roll results.
Strix cocks his head to the side, not entirely sure whether he can or not, but willing to give it a go. He takes a moment to scramble back inside and look at the soles of the boots the captain was wearing, then returns to the funk of the sewers to see what hope there is of finding their tracks.
You can see tracks here and there, jumbled together. No particular sign of the captain's boots, indeed no single set of tracks that would be easy to follow through what you suspect is a maze of sewer tunnels.
"If we think we won't get lost; we could always backtrack to the other hideout. Scup, are there any markings in the base you recognize? Anything the Forsaken might use to mark their territory and trails? If not, I'd need a brief span to recall Zhudala to my side."
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Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Not a bad idea, Inky. Lots o’ us ner’do’wells have a system for marking out paths and codes to each other.
Scupper looks for signs of written thieve’s cant or any other kind of scratches or marks that might show alliance, or direction around the sewer section of the door.
Scupper, you do find two signs recently scratched into a brick near to the door; one indicates 'danger', the other 'rival'. You notice that the door when closed would be hard to spot from this side.
There's nothing to show any directions though, not in this part of the sewer at least.
“Right then. Rival. Let’s find their rivals then eh? Could be good fun! Haven’t spoken to the tieves guild since ages ago. Arah Hope I’ve kept me dues up.”
Rollback Post to RevisionRollBack
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(Yes) Scupper pulls the sketches and invitation and hands the to Incantus.
”Looks as though some of us are more popular than others...and another invite to boot, though I’ve no idea who this master Tren is.”
I can't say I'm not a bit jealous, boys, even if the likenesses are a bit poor. he wrinkles his nose at the scent from below. I must admit this is not what I thought of when I imagined myself as an adventuring hero in my youth. Onward?
"For a gang who prize mages, they certain do want us spellcasters killed. Routing the competition perhaps?" Incantis shrugs, his eyes dark. "We'll want to look into the Divlaynes after this, no?"
Are there any other points of Egress from the Barracks aside from the smelly door & where we came from?
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Those appear to be the only two ways out.
Agreed, Cantis. But for now, it seems to be time to see what lies behind the smelly door.
”Anyone know this Master Tren Commarat? We’ll want to look him up and see what they stole of his. None of you is using aliases yet, eh?”
Scupper takes a stance with retrieved bow and arrow so that he can sneak attack anyone on the other side of this door when it’s opened.
”right, lads. Let’s do this. One o’ you big fellas want to get the door?”
Dekhan cracks his neck and rolls his shoulder. Leave it with me. And unless anyone has any other ideas, Dekhan will open the door.
The door opens. It looks like it ought to creak as it opens, but no, it's smooth and quiet and suggests that it's used a lot.
And on the other side, in the darkness which you can easily light with a torch or spell, are the sewers of Waterdeep. You're in a long passage that stretches north-east to south-west. You are on the west side of the 'river' on a pathway; there's a similar path on the opposite site, and a bridge about sixty feet to the north-east. The sewer reaches a crossroads that you can see about forty feet to the south-west.
If any of you have history in Waterdeep, you can make a History check to see if you know anything about the sewers.
(sorry, got side tracked trying to figure out when was the last time the loot file got updated or we divvied out a haul! And it's been a loooong time.)
Having no previous knowledge of Waterdeep but a passing familiarity with the homely stench of a sewer, Strix pads tentatively through the door, listening.
Perception : 23
(For voices/man made sounds primarily)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
No voices, no man made sounds, but... some evidence that the pathways are clear enough for people to pass, often enough to be at least a few times a day. The kind of long-term growths or patches of slime that might be an impediment have been cleared away, or so it seems. You know that the sewers of Neverwinter, though badly damaged in much of the city, are still in use by the criminal element of the city, and can surmise it is much the same in Waterdeep.
There's no-one nearby at the moment, though.
11 history check
I’ve been to Waterdeep but don’t know if I used the sewers in smuggling or just as part of the toiletry.
Scupper would know that sewers are used for criminal activity, but no more than that. So it's unsurprising that this gang has a hideout that leads to the sewers, but they're massive; it would be hard to track a particular group, because there are so many others you might run in to.
Oi! Strix! Think ye could track sometin in all this muck? There’s gonna be other lowlifes down here smuggling and cut purse hideouts and the like but maybe there’s a way you could follow the paths the dead captain here took? Inky? Your wee devil bird could scout ahead sos we don’t run into any unnecessary brigands we aint looking for? Who’s ready to tour the REAL Deepwater?
Strix cocks his head to the side, not entirely sure whether he can or not, but willing to give it a go. He takes a moment to scramble back inside and look at the soles of the boots the captain was wearing, then returns to the funk of the sewers to see what hope there is of finding their tracks.
survival : 20
In case it's less than a minute since he shifted : 12 - but I think it has been.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
It's been more than a minute, for sure.
You can see tracks here and there, jumbled together. No particular sign of the captain's boots, indeed no single set of tracks that would be easy to follow through what you suspect is a maze of sewer tunnels.
Strix shrugs and begins to eeny meeny between the bridge and the crossroads.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
"If we think we won't get lost; we could always backtrack to the other hideout. Scup, are there any markings in the base you recognize? Anything the Forsaken might use to mark their territory and trails? If not, I'd need a brief span to recall Zhudala to my side."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Not a bad idea, Inky. Lots o’ us ner’do’wells have a system for marking out paths and codes to each other.
Scupper looks for signs of written thieve’s cant or any other kind of scratches or marks that might show alliance, or direction around the sewer section of the door.
Scupper, you do find two signs recently scratched into a brick near to the door; one indicates 'danger', the other 'rival'. You notice that the door when closed would be hard to spot from this side.
There's nothing to show any directions though, not in this part of the sewer at least.
“Right then. Rival. Let’s find their rivals then eh? Could be good fun! Haven’t spoken to the tieves guild since ages ago. Arah Hope I’ve kept me dues up.”