Janivan closes the wooden door and puts a heavy wood crossbar into place.
That and the tangle foot bag I left behind should slow them down.
Janiven quickly points out the mark they left on their previous scouting of the tunnels, indicating they should flee to the left. She tells the you to look for these marks at every intersection, should you get separated from the group—the sword always points in the direction of the
safe house.
Janiven pushes aside a rock near the entrance to reveal a small hollow in the wall and sighs in relief. Good, she says,They’re still here. She stashed a small cache of healing potions here a few weeks ago in the event of an emergency just like this one. We will not have time to stop and rest as long as the Hellknights are after us. She then give each of you three cure light wounds potions 1d8+1.
You start to walk the left passage as indicated by the mark.Arael and I made these marks a few months ago when we explored the sewers. We marked all the intersections so our people could find their way through the sewers to our hideout.
As you travel, the noise of the Hellknights back at Vizio’s Tavern diminishes, but Janiven is sure they’ll follow.
The Hellknights might take a few minutes to search in the tavern,
but some are going to follow us down here after they grab a lantern or make torches. They might even try to infiltrate the sewers ahead of us if they can guess our route. We need to keep moving.