DM_Matt
First Post
After another day of traveling, your ship exists a sea cave. There are other ships nearby, the the river's exit is unfortified.
Rufus explains "It's in the interest of both sides that the smugglers do their dirty work, and the Underdark River is too difficult to conquer anyway. So both sides use it and neither side tries to regulate it. It helps 'em both and it hurts 'em both. Lets hope that this time it really hurts 'em."
Its dark outside, so you will not see sun for another several hours, but you see the stars and the open sky for the first time in a week. Your draconic guide is true to his word, describing carefully the patrol schedules and strengths (which you note for later), and leading your ships past them into Luskan's massive harbor.
You have no good way of securing a mooring, however, although if you can get to shore on your own, Rufus can turn back and restock at the nearest Underdark outpost. You are cruising about 50 yards from shore.
Luskan is most clearly on a war footing, with at least a few dozen warships either in port or on patrol. Islands near the harbor's entrance are heavily fortified with towers and cannon, as is the shoreline. The military vessels are segregated from the civilian ones, docked in places that link to onshore military buildings.
In the center is the civilian district of the harbor, and the borders between military and civilian are formed on both sides by the two temples that are your targets. The temple of Umberlee is a tremendous structure of Ice (there is probably something stronger underneath) that looks like a tidal wave facing the sea, with four huge spires that look like waterspouts visible behind. The buildings below them you cannot see from the sea. The temple of Gond is a complex construction that seems to be comprised of a large main rectangular building with many spires and towers of odd shapes, and many moving gears on the outside that are probably just for show. In the center is a huge clock tower, also with almost definately extraneous huge gaud gears. It also features (next to it and slightly inland, toward the military structures), an enormous covered docking area with a channel out to the sea blocked by a huge door.
You see a drow walk out of the main building of the temple of Gond and move accross the docks. His hair is long and matted, his skin a pallid dark grey, and he is wearing a flowing black cloak over a reddish tunic. He cuts an impressive, strong figure, and you recognize his face just before he turns away: It appears to be the leader of the Kraken that fled your ship....
Rufus explains "It's in the interest of both sides that the smugglers do their dirty work, and the Underdark River is too difficult to conquer anyway. So both sides use it and neither side tries to regulate it. It helps 'em both and it hurts 'em both. Lets hope that this time it really hurts 'em."
Its dark outside, so you will not see sun for another several hours, but you see the stars and the open sky for the first time in a week. Your draconic guide is true to his word, describing carefully the patrol schedules and strengths (which you note for later), and leading your ships past them into Luskan's massive harbor.
You have no good way of securing a mooring, however, although if you can get to shore on your own, Rufus can turn back and restock at the nearest Underdark outpost. You are cruising about 50 yards from shore.
Luskan is most clearly on a war footing, with at least a few dozen warships either in port or on patrol. Islands near the harbor's entrance are heavily fortified with towers and cannon, as is the shoreline. The military vessels are segregated from the civilian ones, docked in places that link to onshore military buildings.
In the center is the civilian district of the harbor, and the borders between military and civilian are formed on both sides by the two temples that are your targets. The temple of Umberlee is a tremendous structure of Ice (there is probably something stronger underneath) that looks like a tidal wave facing the sea, with four huge spires that look like waterspouts visible behind. The buildings below them you cannot see from the sea. The temple of Gond is a complex construction that seems to be comprised of a large main rectangular building with many spires and towers of odd shapes, and many moving gears on the outside that are probably just for show. In the center is a huge clock tower, also with almost definately extraneous huge gaud gears. It also features (next to it and slightly inland, toward the military structures), an enormous covered docking area with a channel out to the sea blocked by a huge door.
You see a drow walk out of the main building of the temple of Gond and move accross the docks. His hair is long and matted, his skin a pallid dark grey, and he is wearing a flowing black cloak over a reddish tunic. He cuts an impressive, strong figure, and you recognize his face just before he turns away: It appears to be the leader of the Kraken that fled your ship....