| Christopher Mathieu |
The description of the smugglers' tunnel really doesn't come across very clearly. If you look at the compiled resources thread (here), you'll find a map of the tunnels under Sandpoint. It shows where the smugglers' tunnel leads (both branches), and places the Catacombs in the right spot so you know where it is relative to the town.
If you have trouble finding it, let me know. I'll put a copy up for you. (I'd prefer the originator get credit, if you can locate it.)
| Askren |
The easiest way to understand how the Glassworks and the Catacombs connect is this:
The tunnel in the basement leads north. The Catacombs sit directly under the Garrison/Town Hall, as the staircase leading upwards (their original entrance) would open to Junker's Way. So if you use this as a point of reference, you find that the Catacombs sit underground directly beneath the north-west corner of Sandpoint.
The other branch of the tunnel leads out of town to a cliff-side cave with nothing of interest.
| muklowd |
Hmm, thanks for this - I must admit I find the description a little puzzling at that point - Given how long it is I can see my party not bothering to explore the Smuggler's Tunnel unless I put something in to emphasize it's importance. And the description of the tunnel splitting off to the Catacombs is slightly confusingly worded. As written I could see my group missing the Catacombs completely. Which might not be great
| Latrecis |
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Hmm, thanks for this - I must admit I find the description a little puzzling at that point - Given how long it is I can see my party not bothering to explore the Smuggler's Tunnel unless I put something in to emphasize it's importance. And the description of the tunnel splitting off to the Catacombs is slightly confusingly worded. As written I could see my group missing the Catacombs completely. Which might not be great
I'm a little confused by this (though I agree the AP wording is not great) The pc's discover a tunnel under the glassworks and don't explore it?
They should find Tsuto in the glassworks basement. The tunnel is right there. Tsuto should flee down it if he fears for his life.
Yes, the description is bit opaque but really it's very simple - one long tunnel that leads to a hidden cove on the shore - it's a smuggler's tunnel and this explains how Tsuto and the goblins snuck in in the first place. There is one side passage - obviously bricked up in the past and now broken open. To adventurers' this should scream "Explore ME!"
And lastly you shouldn't need to emphasize it's importance - Tsuto's journal makes it pretty clear there's something dangerous under Sandpoint. (Important safety tip: no matter what happens with Tsuto make sure his journal is left behind.) If you need additional reinforcement, Ameiko can mention Tsuto going on about some powerful ally in the tunnel or some such. (Second important safety tip: the AP suggests that under some circumstances Tsuto leaves with Ameiko. Don't do that. When the pc's get to the glassworks, they should kill or chase off both the goblins and Tsuto and find the journal and Ameiko. Makes everything afterward much easier.)
| muklowd |
I take your point Latrecis, but the group will have come here to rescue Ameiko and likely by this point will have her badly battered personage in tow. Additionally (though a lot less likely) they could have Tsuto bound and gagged at their feet by this point too. In this circumstance I would not be at all surprised if they went "our work here is done" and headed back to the Rusty Dragon for tea and Curried Spice Salmon. They are very goal focused, and rescuing Ameiko is their goal, not exploring every nook and cranny (trust me on this, they have done this to me before :) )
They might do a cursory search down the Smuggler's tunnel but after a hundred meters or so just go "this isn't relevant" and give up on it. Or they might not - I've been DMing for them on and off for thirty mumble years and they still occasionally surprise me :)
In any event it should be fairly easy to place a little emphasis on the tunnel - simply make Tsuto flee down it a little earlier. My primary concern was that since I found the description of the branching of the tunnel leading to the Catacombs unclear I would mess up describing it and end up leading them away from it.
| Latrecis |
Oh, I wouldn't necessarily expect a group of pc's to explore it right after confronting Tsuto (unless they chase him down it), rescuing the unconscious Ameiko and defeating the goblins. Perfectly fine to get all that done, declare "Miller Time!" and head back to the Rusty Dragon.
The next day, someone reads the journal, Ameiko makes some alarming comments, someone should ask - "Just how did Tsuto and the goblins get there in the first place," and so on.
The glassworks are an awful scene, not only is Ameiko's father dead but all the workers have been treated just as gruesomely. That should lead to some involvement from the local authorities (Ameiko has no incentive to keep it quiet.) I will assume Hemlock is off to Magnimar per the AP, so nothing wrong with the Mayor discretely asking the group to "check it out" if you need to give them a nudge. Ameiko could ask also.