OUT OF CHARACTER |
There's chances we may be returning to this thread during the life of this campaign. I will keep it orderly as possible. I've placed you on the map. Let me know If positions are good, BUT MAKE SURE YOU POST YOUR ACTION TOO. No position comment will assume you're okay with where you're at. No action posted, then it's assumed you take no action. I'm currently waiting on a token for Harman and I think his level 1 version. I'm only seeing his level 2 version. |
Each of you take your turn climbing sown the ladder, Kieder carrying his dog with him. Jan lights a pair of hooded lamps and passes one to one of you while she hangs on to the other. The section you're in is not actually part of the sewers, but a tunnel dug out from under the tavern. Even still, the fragrance of the sewers still reaches here. The last one down, Jan pulls the trap door shut and bolts it from her side. Before heading off, she stops and slides away a rock, revealing a cubbyhole. She removes some vials from it.
“Here. Take these. They're curing potions. They don't heal much damage, but better than nothing.” She passes out the potions, three to each of you, and takes a few herself.
“Stay alert! There's all kinds of nasty things in here.” She lights the lamps and leads you to a dead end. With a push, the wall slides away and the real odor of the sewers hit you.
The sewer is five feet high, so many of you need to duck, but it otherwise does not hamper you movement or action. Where you're at, the sewer is fifteen feet wide, and the sewage flows in a canal taking up two thirds of that. The ledge you're on is about an inch higher than the sewage. From all the moisture, and occasions of high flow levels, the ledges are slick with slime and mold, but not so much that you can't move at a hurried rate, which Jan forces you to. After leaving the access tunnel and getting some ways down, she quickly leads you down another branch, then again turns and turns again. Soon the group of you have no clue where she's led you or where she's leading you, or even where under the city you could be.
The tunnels of the sewers creates an all over echo, so occasionally you think you hear the hellknights not far off and from many directions. Watching her, you notice occasionally that she looks to the wall or ledge and continues. Suddenly, without warning, you reach a four-way intersection and are hit with an annoying shrieking.
“Ah crap!” Jan says as she covers her hears. “Shriekers! We have to kill these things before they attract something else!”
- Round 1:
- Olo
- Jan
- Anna
- Kara
- Run
- Harman
- Keider
- Moro
- Shrieker
- Conditions/Effects:
- Illumination - Hooded lamps, held by Jan and Kara.