| DM Darkthorne |
Travis blubbers, quite understanding neither the situation nor his newly returned freedom. But…what? How? Is that…? Does that mean I can go back to my inn!? Suddenly, it seems to dawn on him and he grins, shutting his eyes and raising his head towards the heaven in silent thanks to his god. Oh thank you, Lord Aethys, thank you, a thousand times thank you! I knew you would see the truth! I knew you would set me free, ‘cause I did nothing!
Tybor sits still with his arms crossed, squinting at the lord and Xenor suspiciously, not trusting what is going on. You notice him pinching his arm. Are you sayin’…are you sayin’ we can just…what are you sayin’ m’lord? he asks warily.
Xenor turns to the lord and approaches, saying in a quiet voice, But my lord! You would have these…criminals… he says with a glance towards you released into the city? Forgive my saying so, my liege, but would it not be wiser to detain them while we search for more information? You would arm them and simply…let them go!?
Lord Aethys nods to Xenor, who looks at him, shocked out of words. Xenor, please arrange for these men to be released. If they are to help in the rescue mission, let them be led to the barracks to be briefed. See that they receive their belongings as well. he says calmly, ignoring Xenor’s words. Turning to you, he says Please, if you have personal matters to take care of, it is understandable, but the rescue party will leave momentarily, and if you are to help, you must be briefed and armed immediately. Thank you once again, and may the gods be with you. Lord Aethys nods to you, then leaves the same way his daughter did. The Crowd does not quite know how to react. Some sit there dumbfounded while others scream for your deaths. The guard from the cell scowls and crosses his arms, looking at each of you menacingly.
Xenor swallows, and returns to you. Well well… It seems you have gained your freedom… he sneers. …but if I should get wind that you have re-kindled this plot, or any other such treasonous activity…and you know I will if you do…It will not be so easy for you to escape justice! My liege is an honorable man, but some find him…too forgiving… he says quietly. Follow these guards, they will lead you to the barracks to join the guard or to the courtyard where you will be released…Pfffff! he lets out a derisive hiss, then turns on his heel and stalks away haughtily.
The guards of the keep, who all wear red cloaks and scale mail emblazoned with the Trygalemon Tiger, lead you out through the same way you entered to the courtyard. A light sea breeze carries the scent of salt and cools your brow.
Travis turns to you all and says I…I can’t help, I’m just a tavern owner, and I’m too old for this kind of thing… If you want room and board, you can find my Tavern down in the Southern Marketplace. It’s called The Briny Boar… Farewell…and good luck down there… He says before turning and exiting through the main gate.
Tybor, however, stays with you. Well, I guess I could do some sewer-savin’…I done plenty of…ah…other stuff down there, an’ I never been to good with “agents of the law…” Maybe I’ll get a good rep! Hahaha! Probably not though…Might make some…ah…connections, though…
You walk across the courtyard to a large stone building and enter through the main door, which is very tall and made of thick, iron-studded oak. Inside is a smallish hall, where several men sit and relax. Through the doors leading off you can hear talk and the sounds of soldiers training and sparring. The guards lead you to a room and as you enter you are greeted by the faint, but unmistakable and lingering smell of sewage. Several men stand about a large round table covered in complicated maps that seem to be of the city. A strong-looking man-at-arms turns from the table at your entrance and addresses you. An old, jagged scar runs from under the collar of his armor up the side of his neck and face, and the skin there is shiny and thick.
Who are you? We are very busy right now and in the middle of trying to coordinate a rescue mission. Our time is short, and we depart in haste. What is your business here? he asks gruffly. He appears to be the man in charge of the division of guards who control the sewers.
| Cousin Schmitty |
To the group at some point when we can speak without being overheard.
So now what? The rescue mission is leaving, but we're compelled to do the "favors" for the man in black. Can we help in the sewers, since it's time sensitive, then clear up our debt with the man in black?
| Arvind "The Hammer" Grunwald |
Once the group arrive, Arvind stands before the man, "We have come to join the search, Your Lord Aethys has asked you equip us and brief us in the task before us, we pledged to your Lord we would aid his forces in recovery of your patrol. We have varying skills that might be useful in your mission."
Guys if you're gonna discuss stuff on the way to the military base, then consider this just a bump to say I've been here.
| Daemon Son-of-none |
I look pleasantly surprised when the Lord essentially grants us our freedom, but then glare down at the tattoo on my forearm. The entire walk to the barracks I remain silent and contemplative but once the guard speaks I state
"We are here at your lords bequest, we are to assist you in your rescue mission. I am a healer of some ability, and my companions all have skills of their own. Tell us where we will be valuable and we will assist as able."
| Cousin Schmitty |
Schmitty looks to the leader
We're here to help you with your little sewer problem. The king said you should outfit us with some gear. I'll need at least three daggers with sheaths, short sword, short bow, arrows, quiver, backup arrows, The best set of *ahem* small mechanical device tools you have, a couple vials of strong acid, and a few healing potions if you have some extra lying about.
Schmitty looks expectantly at the leader and after a few moments
Off you go then. Chop chop. Lives on the line and all that.
| Voem Cubskel |
Voem slowly follows the group to the barracks, uncertain that the man who gave him the tattoo on his forearm will be happy with the group's decision to help Lord Aethys. Arriving at the barracks, Voem addresses whomever may appear to be the captain following the others' remarks. "I too am here to assist the rescue party. For the record, though, I have not pledged my allegiance to your Lord and I am here to help on my own free will." Voem looks at Arvind for a moment, then back to the guard. "I suppose that I will also need some equipment, as I have nothing but the clothes on my back."
| DM Darkthorne |
I see, very well. I am Captain Garth Killroy, commander of this division of the guards. We are known as The Underwatch, and we are consigned to patrol and control the sewers, keeping the populace safe from what dwells there. If you wish to help us, you are welcome but I have three rules you all must adhere to. You had all best pay attention—there are many ways to die down there, and most of them are unpleasant. he says, looking at you severely to make sure you are all listening. One: Follow my orders at all times. Two: Shut up and keep your eyes open. Three: Stick together, no wandering and no unnecessary exploring. Four: Shut up and keep your eyes open. If you follow these rules and stick with me, you should come out alive…
The door opens and the two guards who led you here enter, carrying the large chest from the day before. Here is your equipment. one says brusquely, and they both salute, turn, and leave the room, closing the door behind them.
The captain’s eyes narrow and his eyebrows sink on hearing Schmitty’s requests. What the hell do you think we are, Halfling? A g0ddamn armory? he says angrily, tossing the Halfling a torch. Close your mouth and get your equipment, fool! I’ve heard the talk of this trial, and I don’t want to have to deal with fighting traitors—there are already more than enough little rats in the sewers…
He turns and addresses all of you. Get suited up now, we will await you in the courtyard. We depart in ten minutes, do not make us wait. He says gruffly before turning away from you and reclaiming his place at the table.
Althos, Rene, Porter, he says, addressing his men, These men will be joining us. he says, pointing at you over his shoulder with his thumb. Are you all ready to go?
The men around the table nod and the one on the right speaks, pointing to the maps.
Granoth’s party was on the way to the Southern Market district to take care of a rat problem, but they didn’t show up this morning. he says, pointing to the maps. The plan is to follow their route and find out what happened. Let’s get going, sir, I wouldn’t want to be left down there…
The captain nods. In order Rene, let us go. he says, and the three men stand and exit the room. Rene rolls up the maps and tucks them into a scroll case that he straps around his shoulder. The men each collect their equipment and check it over quickly, and each of them grabs a couple of torches from a bin in the corner.
Before the captain closes the door, he looks back at you and says Ten minutes.
Please buy equipment as you normally would at the beginning of the game now. You each may have the average starting gold of your class to purchase equipment. This can be found on page 141 of the core rulebook. All of your equipment is inside the big chest.
| Arvind "The Hammer" Grunwald |
"Be with you as soon as I've found and put my armor on, Oh and the shield and weapons of course" says Arvind smiling. As he rummages through the chest, he finds his other possessions as well, as he places a wooden symbol on a leather string around his neck. "Gosh, it's all here, even my purse."
Once ready, the half-orc stands impressively, (or tries too), in well worn armor and a large steel shield, the painted Symbol of Sarenrare is faded and missing in parts from use, scrapped away in previous fights. From his gauntlet a dark metal flail hangs by a short chain, it's red leather grip discolored through use. He stuffs his rations and blanket into his backpack before, picking up a large crossbow and putting it across his back, bolts stored in his backpack, except for 10 which are ready for him to use. With tiumph, he says "Done! Anyone want any help."
| Roger McCuen |
Reaching into the chest, Rogers quickly digs around trying to find something. Spying his book, he snatches it out and sets it aside, and then begins to find the rest of his gear. He quickly pulls out his two Cestus, and pulls them onto his hands, the spikes bright and clean. He grabs his backpack, bedroll, and bags, and his five days worth of rations. He also grabs his special vest.
Here is what he bought with his 35gp: 2 Cestus (10gp), Backpack (5gp), 2 Waterproof Bags (1gp), Barbed Vest (10gp), 5 Rations (5gp), Bedroll (1sp). I also added Master Longs Book. Total GP Spent - 31gp 1sp, leaving 3gp 9sp
The Cestus are monk weapons that deal no extra damage, but allow me to deal either Bludgeoning or Piercing damage with each strike. The Barbed Vest does 1 point of damage to any creature striking me with an unarmed or natural attack, and 1 point of damage a round if I am swallowed. It does not add armor or anything.
| Cousin Schmitty |
You know, I don't thick he liked me very much. I wonder why. schmitty shrugs and begins to rummage through the chest. He first pulls out his heirloom dagger smiles brightly then keeps rummaging.
schmitty pulls out and puts on the following halfling sized gear:
leather armor(10), thieves tools (30), dagger x5 (10), lt mace (5), short sword (10), sap (1), sling+bag of stones (0), sun rod x6 (12), acid flask x2 (20), quarter staff (0), backpack (5), rations x5 (5) = total gold spent 108 with 32 remainder.
daggers are strapped strategically leg, back, upper arm. Thieves tools are in easy reach, Lt mace on one hip, short sword across the back, sling and stone bag tied to belt loop, quarter staff being used as a walking stick, everything else in the backpack.
| Daemon Son-of-none |
I pull out my bundle from inside the chest and begin to shift through it, I pull out and don my armor as well as my belt pouch after making sure everything is inside. I watch Schmitty strap all his daggers to himself and smile as I begin pulling out a few of my own daggers and strap them on. I frown after going through my backpack.
"Well it seems they have taken all of my debilitating poisons and alchemical items that could have possibly been of use, oh well, I guess I will just have to craft more when I get time. At least they left me my tinder twigs. Is everyone ready to go?"
I ask the last part as I am standing and placing my backpack on my back, Before you you see Daemon as he usually is, he looks rugged and dependable. The Hide armor that he is wearing was crafted by his teachers with his help, he has three daggers two hanging from his belt and one on his leg and a sickle is hanging sheathed from his belt. As he slings the backpack over his shoulders you also see a crossbow strapped to the side of it.
| Connor O'Hoolihan |
Dagger (2gp), Heavy Crossbow (50gp), 50 Heavy Crossbow Bolts (5gp), Longsword (15gp), Scale Mail (50gp), Light Wooden Shield (3gp), Backpack (2gp), Bedroll (1sp), Grappling Hook (1gp), Manacles (15gp), 10 Days of Trail Rations (5gp), Explorer's Outfit (10gp), Torch (0gp) = 158.10 gp with 14.90 gp remaining
Picking up his good and outfitting them, Conor looks around at the others, hoping everyone is getting what they need to face the trials ahead.
Crossbow worn on back when not in use, bolts in quiver (if that comes with them, if not in backpack) over shoulder, shield over backpack, which contains the other non-wearable items, except manacles and some rations, which are in my coat pockets.
| Kale Porter |
Dagger (2gp), Backpack (2gp), Bedroll(1sp), holy symbol wooden (1gp), waterskin (1gp), sack (1sp), Scholar's outfit (5 gp) which leaves 58 gp and 8 sp remaining.
Sheepishly, Kale digs around in the chest for his meager possessions. He takes out and adorns himself in his rope, cloak, shoes, and belt. He then takes out the dagger and attaches it to the belt, along with his sack of coins. After pulling out his backpack and bedroll, all that's left for him is a small holy symbol in the shape of an upside down hammer, which he slips discretely into his pocket.
"I'm ready...I think," Kale mutters, looking everyone else over.
| Cousin Schmitty |
You know, I don't thick he liked me very much. I wonder why. schmitty shrugs and begins to rummage through the chest. He first pulls out his heirloom dagger smiles brightly then keeps rummaging.
schmitty pulls out and puts on the following halfling sized gear:
leather armor(10), thieves tools (30), dagger x5 (10), lt mace (5), short sword (10), sap (1), sling+bag of stones (0), sun rod x6 (12), acid flask x2 (20), quarter staff (0), backpack (5), rations x5 (5) = total gold spent 108 with 32 remainder.
daggers are strapped strategically leg, back, upper arm. Thieves tools are in easy reach, Lt mace on one hip, short sword across the back, sling and stone bag tied to belt loop, quarter staff being used as a walking stick, everything else in the backpack.
Edit: Change the gear to simply Leather Armor and the heirloom dagger.
| Voem Cubskel |
Reaching into the chest to take out his possessions, Voem takes out a backpack with small animal hairs clinging to it and sets it down next to him. Reaching in again he pulls out what appears to be a fairly new chain shirt, pulling it over him and securing it before attaching his bastard sword's sheath to his belt and strapping a unblemished buckler to his left forearm. Then, turning to face everyone as he slings his backpack over his shoulders he nods that he is ready. "I'm ready when you are you."
| Daemon Son-of-none |
After everyone gets suited up I look each one over in turn and smile.
"We may be a motley crew but I believe that we have what it takes to do this, we have experienced men at our disposal as well as our own unique skills. Let us find these lost men so that we may be done with this mixup and continue on with our lives. After this, who knows? Mayhap we can assist each other with our own personal adventures? Let us go to the courtyard they await."
With that I head to the corner and grab 2 torches out of the barrel and head out the door that the captain went through to the courtyard.
| DM Darkthorne |
Tybor pulls a short, curved sword from the chest, which vanishes into his leather coat along with several daggers and a small package. He also snatches a small metal flask and tucks it away into his breast pocket before patting it. He then goes around the room, presumably looking for things to disappear into his coat as well. Finding nothing, he grabs a couple of torches from the bin and approaches Daemon.
@Daemon: Tybor undoes your backpack and stuffs a few torches in, saying You mind carryin’ these?
As you walk out into the bright morning sun, you see Captain Garth Killroy and his men waiting for you. The captain stands apart, talking to Xenor Nirem. He looks back over his shoulder at you, then turns back to Xenor and nods. Xenor throws you a glance before making off for the keep in a flourish of purple robe.
Good, the aid arrives. Let us depart. says the captain as you reach them, and he turns and walks towards the gate. The other men fall into step and they move steadily along. The men of the Underwatch lead you through the crowds and the cobbled streets as you make your way down towards the Southern Market district. The streets are crowded with people strolling and shopping, and many seem to have just come from religious services. You enter a large, octagonal market that is filled with people. On one side are the barracks and prison where you have spent the past two nights. On another side is a large, stone temple with people still flooding out of it. In the center of the market is a large fountain with a statue of a noble-looking warrior with a sword, who looks out towards the sea.
@Kale: A beggar in a rough, worn burlap garment with a large hood hobbles over to you, limping heavily on his right leg. Please sir, can you spare a coin? he mutters, groping at the hems of your overgarment with filthy hands.
| Daemon Son-of-none |
I look at Tybor oddly after he stuffs his two torches into my bag, "I already grabbed a few, I am sure there are others that can benefit from them more then me but sure I will carry them."
I lead our group after the captain to our destination glancing around at the sights and sounds of the city. When the begger woman comes up to Kale I watch to see what he does.
| Cousin Schmitty |
You know, I don't thick he liked me very much. I wonder why. schmitty shrugs and begins to rummage through the chest. He first pulls out his heirloom dagger smiles brightly then keeps rummaging.
schmitty pulls out and puts on the following halfling sized gear:
leather armor(10), thieves tools (30), dagger x5 (10), lt mace (5), short sword (10), sap (1), sling+bag of stones (0), sun rod x6 (12), acid flask x2 (20), quarter staff (0), backpack (5), rations x5 (5) = total gold spent 108 with 32 remainder.
daggers are strapped strategically leg, back, upper arm. Thieves tools are in easy reach, Lt mace on one hip, short sword across the back, sling and stone bag tied to belt loop, quarter staff being used as a walking stick, everything else in the backpack.
Correction: I've got everything on this list except the sunrods and acid.
| DM Darkthorne |
As you make your way through the marketplace, Tybor angles his leather hat downwards, and walks a bit apart from the group, obviously not quite comfortable being seen with the guards.
@Voem: The water spouts from several pipes surrounding the statue and makes a ring of tiny gysers. You cannot fathom how it functions, and attribute it to sorcery. On one side of the market is a series of stone buildings. Over the entrance to a tall, skinny shop tucked in between two of the larger buildings is a sign in the shape of a book. Aware that books mean knowledge, you believe your best chance to find out more is there.
@Connor: The beggar, being shunned by Kale, approaches you and requests a coin pitifully. Please sir! A coin?
| Connor O'Hoolihan |
Grunting at the annoyance, but knowing his father would help the man in need, Connor reaches into his pouch and pulls out 5 silver coins and places them in the beggar's hands.
"If I see you at a pub drinking this away, it won't end well for you. Go get some food for yourself."
| DM Darkthorne |
@Connor: As you hand him the coin, he grasps your hand with both of his and thanks you, shaking your hand weakly. Oh, thank you, kind sir, thank you! he mutters before shuffling off into the crowd and disappearing.
The small note is written in a fine, spidery hand. It reads as follows:
One head scratch: Kill current company
Two head scratches: Eastern docks, midnight.
As you read the word “midnight,” the note crumbles to dust and the wind disperses it.
The market is loud, but the captain turns to you and motions with his hand towards a large street that follows the gaze of the statue. It is a long walk, and though the sun is not yet high in the sky, its rays are strong, and the sweat begins to bead on your brow. You wend your way down the hill that the city is built on, and finally you come out into a similarly busy square that is immense. Fishmongers shout their prices loudly and vendors have set up their blankets and tables all around the square. There are good to be found from all the corners of the world, and you see strange, foreign people selling wares that you can’t imagine the use for. Interesting creatures can be seen in cages and there are many sailors and traders.
| Connor O'Hoolihan |
Connor's eyes widen and he looks into the surrounding crowd and at the rooftops lining the street. He lifts his hand and scratches the back of his head, then turns his head sideways and scratches his hairline, just at the top of his forehead.
As the group walks, Connor weaves among them, and if he is out of earshot of any soldiers or guards, whispers into the ear of all with a new tattoo: "Eastern docks, midnight. We meet our new friends."
| Arvind "The Hammer" Grunwald |
Arvind wanders following the others, looking and gasping at the sights of the capital, it seems so much bigger and faster than the small city he had lived, blessed Landrinor. Arvinds eyes wide watch the vivid clors and sights, his nostrils sniffing in the smells that waft from the different vendors, his ears almost twitching at the variety of the sounds.
| DM Darkthorne |
The guards lead you deftly through the masses to a large, metal grate in the cobblestones. It is a circular disc about three feet in diameter, made of iron bars. Althos and Porter each grab a side and together, groaning with exertion, they are able to lift the grate enough to slide it off to the side. The iron scrapes across the stones, hideously clanging as they drop it. The smell of raw sewage assails your nostrils, wafting up lazily from the dark tunnel below. The captain nods to Rene. Ignis! Rene says, holding his finger to a torch, which bursts into flame. He holds the torch out, and Althos, Porter and the captain all light their torches from his. Oooh, fancy! Tybor says, slightly mockingly before getting one of his torches from Connor and lighting it on Rene’s. He then holds his torch towards you as Captain Killroy descends down the rusty iron ladder into the sewers.
| Daemon Son-of-none |
I reach toward a torch in my pack and then shake my head and laugh, "How silly of me." I reach up and touch the tip of my quarter staff, "Lux!"
The tip of my staff bursts into light though it does not burn.
"Does anyone else want a torch?" I ask, pointing at the two sticking out of my pack.
| Cousin Schmitty |
Schmitty has a couple of torches in his bag, but he generally stays near the center of the group and lets others carry the light sources. If asked why he will simply point out that he's very small.
schmitty's corrected gear list halfling sized gear:
leather armor, thieves tools, dagger x5, short sword, sap, sling+bag of stones, quarter staff, backpack, rations x5, torches X3
daggers are strapped strategically leg, back, upper arm. Thieves tools are in easy reach, short sword across the back, sling and stone bag tied to belt loop, quarter staff being used as a walking stick, everything else in the backpack.
| Arvind "The Hammer" Grunwald |
Arvind's nose recoils at the smell, but e seems to get accustomed to it very quickly, as though in the back of his makeup, this sort of disgusting smell is normal. He doesn't bother with the lighting a torch, just follows the others slowly down the ladder into the flickering light of the sewers.
"Thanks for the offer Master Daemon, it seems light enough for me anyway."
At the bottom of the ladder, he takes hold of his flail, and readies his shield for use.
| DM Darkthorne |
You descend the damp, rust-covered ladder and come out on a stone bridge spanning two narrow walkways on either side of a central trough about five feet wide and filled with disgusting greenish liquid. There are drainage grooves in the bridge, but it is still quite slick. However, the walkways on the sides look dry and relatively clean, except for a few mangy rats that scurry away from your boots and torches. The smells of old stone, human waste, and decay mix into a putrid and overwhelming stench that breathing through your mouth only makes worse. Please make a DC 10 Fortitude save or be sickened for two rounds. (-2 penalty on all rolls)
Captain Killroy seems used to the stench and only wrinkles his nose slightly. He steps off of the bridge on the right side and beckons. Alright he says in a low voice as Rene, Althos, and Porter come down the ladder, pulling the grate into place above them with a scrape and a clank as they descend.
Before we go any further, recite the rules for me.
| Daemon Son-of-none |
Fortitude 1d20 + 2 ⇒ (6) + 2 = 8
"Follow your orders at all times, Shut up and keep your eyes open, Stick together, no wandering and no unnecessary exploring."
As I finish saying the rules I lean over and all the "porridge" I had for breakfast splashes into the trough. As I finish throwing up I wipe my mouth on the back of my hand and pull a scrap of cloth out of my pocket and wrap it around my mouth and nose. "I apologize this stench is far worse then anything I had experienced in the sick wards"
| Arvind "The Hammer" Grunwald |
Arvind lets the awful smell flow into his nostrils, thinking that this perfume is at least more earthy than those found in the ladies alchemy stalls, with their rose petal water and other sweet smelling aromas. It reminds me of something in my past.
He looks across to the bridge, "Oh yeah, Follow your orders at all times. Shut up and keep my eyes open. Stick together, no wandering off and no unnecessary exploring. And watch our step in the slime and muck, it can be slippery. Sorry, that last one I added, Captain."
Fortitude 1d20 + 4 ⇒ (13) + 4 = 17
| Cousin Schmitty |
Fortitude 1d20 + 3 ⇒ (20) + 3 = 23
Schmitty wrinkles his nose a bit, but seems otherwise completely unaffected. Perhaps this isn't the first time he's been in a sewer?
Upon hearing the "rules" bit schmitty rolls his eyes to where you can see them, but Captain Kilroy cannot. Then he looks at the captain and pretends to pay rapt attention.
oh! You want me to tell you? I misunderstood. I thought you would know the rules already. It's all the stuff Daemon just said. It's not problem if you forgot. It happens sometimes. If you forget again, just ask Daemon. He'll be happy to remind you.
With a big toothy grin schmitty maintains eye contact with Kilroy.
| Voem Cubskel |
The stench does not bother Voem initially and he is able to keep a straight face, though his nose does wrinkle somewhat. He is silent until Killroy asks the group to recite the rules. Eager to show that he has remembered the rules as well as Daemon and Arvind, Voem approaches the captain.
"Follow your orders at all times, sh.. sh.."
Fortitude 1d20 + 4 ⇒ (4) + 4 = 8
Voem's face suddenly visibly turns pale. Apparently opening his mouth long enough to get out the first rule was too much for him to handle. In a quick bow, Voem suddenly bends over and vomits the porridge had just eaten earlier, depositing it directly onto Captain Killroy's boots.
When he straightens, Voem's face is flushed. Wiping his mouth on the back of his hand he apologizes as best he can. "Uh.. I'm.. sorry. I know that wasn't one of the rules."
| DM Darkthorne |
Captain Killroy's Reflex Save: 1d20 + 2 ⇒ (7) + 2 = 9
The captain steps away as quickly as he can, but is too late and finds his boots covered in half-digested porridge, much to his dismay and anger.
G*~%$&n it man! Get a hold of yourself, will you! He says loudly, kicking the scum from his boots back at Voem. Imbecile!
And as for you! He says, advancing on Schmitty in his vomity anger, If I hear one more crack I'll not stay my hand! If you don't want to help, there's the door! He says, pointing to the grate in the ceiling.
Hell, this fella's the only damn one of you's got it right! he says, indicating the yet speechless Kale.
What can you expect from a bunch of criminals and lowlives... he mutters as he walks away into the darkness with his torch held aloft. Althos and Rene follow him directly, Porter waits for you to follow so he can bring up the rear. You notice that he is has a strange, pained expression on his face. He looks as if he would like to laugh, but that if he did he might vomit...
Kale's Fortitude save: 1d20 + 1 ⇒ (18) + 1 = 19
Kale seems to be doing pretty well at coping with the smell of the sewers, perhaps because of his having lived here in Landrinor for his whole life. He remains silent, holding his torch that he lit from Tybor's. You notice that he grins slightly at the captain's half-praise as he turns his back. Kale follows after Rene, intrigued by the man's magical fire-producing abilities.
| Cousin Schmitty |
Waiting for the Captain Kilroy to finish. Then after about two seconnds after the Captain starts to walk away.
Actually we're not criminals. The king himself exonerated us and we're here as free men and of our own free will. I don't think the king would take kindly to you disagreeing with him on such matters, but since we're such good friends I'll keep this little outburst just between us. However I would ask that you try to be a bit more polite in the future. We are here to watch your back after all.
Diplomacy if needed 1d20 + 5 ⇒ (16) + 5 = 21
| Connor O'Hoolihan |
Connor stays silent in the sewers, grinning only slightly as Schmitty mouths to the guard and nearly laughing aloud when Voem vomits on the guard's boots. He obediently follows the crew, the terrible smell reminiscent of his outhouse back home. He slogs on.
Fortitude 1d20 + 4 ⇒ (16) + 4 = 20
| DM Darkthorne |
The silent captain leads you on through a long tunnel, greenish and stinking in all aspects. You seem to be walking back the way you came—back towards the center of the city. As you walk, the slimy darkness is occasionally punctuated by a shaft of light coming through a drainage grate, but as you move further, these, too vanish. The walls are moist with condensation, and slime and pollution-loving mosses grow in some places. Spouts that lead down from drains spit out water through shallow troughs in the pathway that you must step over as you walk, but the sewers are certainly well designed. Who or whatever built them was certainly very skilled in engineering and planning…
Your leather soles slap loudly on the stones and send echoes down the corridors that vanish into darkness that flees before your torches, along with some small rodents that are betrayed only by faint skitterings and occasional splashes. The sewer tunnel is cool, and provides relief from the hot sun, but there is a coolness to your sweat that does not come from temperature…
Finally, you come to an intersection. One way leads up further into the heart of the city and two more tunnels come from the right and left sides. The walkways here are bridged again with small stone bridges, allowing you to pass easily from walkway to walkway. In the center of the intersection is a large, circular hole through which sewage from all of the four tunnels drains, creating a fetid waterfall that would almost be peaceful if you couldn’t smell it. On the opposite side of the intersection is a darkened doorway that seems to lead downwards. A large pipe extends from the wall on your side of the bridge, spilling a thin stream of liquid into a trough in the walkway.
The captain holds up his hand, and the party stops. Rene pulls his leather scroll case around to his front and removes a roll of parchment—one of the maps he has brought with him. He points to the map, and the captain nods.
I believe they have gone this way… the captain says speculatively, indicating the door. He crosses the bridge and waits for you to follow. He calls back over the bridge, Take care, it’s slick! Rene packs up his maps and follows slowly, taking care not to slip. Althos also follows, as do Tybor and Kale.