Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Play by Post
Constables of the 14th Ward
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scotley" data-source="post: 3726483" data-attributes="member: 11520"><p>Realizing there is little they can do about the theft for now, the constables continue their journey. Soon, the find a broad stairway leading down into the Understreets. The noisy level is much lower here than in other Understreet stations you've visited. There is no rumble of wheels, no shouting of Shiv drivers, no braying of mules and little barking of dogs. Given that the trains no longer run you are surprised to see so many people coming and going. They are walking into the tunnels where trains formerly ran. You move past the station proper and into the area where there are shops and residences. These areas are home to some 'less-picky' Dwarves, goblins, hobgoblins, bugbears and in the darker corners you see what could be orcs, half-orcs and perhaps even a gutter gnone. You even pass one fellow that appears to be the even rarer 'deep-gnome'. No elves, halflings or regular gnomes are seen though you are not the only humans. You pass one vendor selling leather pouches. Eventually, you come near a warren of caverns that are more natural in appearance. Wally crosses to the opposite side of the tunnel and picks up speed at this point. The area is bustling with dwarves. Down a passage here you see signs labeled in common and dwarven "No unauthorized persons." The signs include pictographs that make it clear that 'unauthorized' means goblinoid. Dwarves in massive heavy armor bearing pole arms stand guard. They do not wear constable uniforms. Eventually, you leave populated areas for some sort of service tunnel that slopes down below the Understreet. There are no lights here and torches and sunrods come out. You make a couple of turns and Wally stops. After a quick glace around Wally steps to an alcove and opens a concealed door. Within is a 20'x20' room. A low wall surrounds a hole perhaps 6' across. The room also contains a large chunk of rock vaguely cylindrical in shape and 5' tall. About a third of the way down this column of unworked stone is ring worn smooth. There are no other obvious exits from the room. A torn sack, the tail end of a crossbow bolt and a couple of used up torches litter the floor. The taciturn Wally seems more animated now. He pushes his cloak back and looks at the constables. He speaks in his odd Peter Lorre voice, <span style="color: Orange">"Alright, you want to find the halfling? We must go down, into the 13th."</span> He voice rises in excitement as he says the last and his face takes on a manic countenance and seems to expand. You reassure yourself that it is only a trick of the flickering torchlight. The air seems thin and damp and your chest feels tight. <span style="color: Orange">"It’s a long climb and there are several false tunnels. Only one, the one I know, will take you where you want to go."</span> Several of you lean over the hole and look down into the darkness. There is no bottom visible and while the stone of the sides could provide some handholds there is no ladder or rungs. The rock is damp and cool to the touch. </p><p></p><p>OOC: [sblock=All]This would be a real good time to work out who is going to carry lights, marching orders--for the climb and for different tunnel widths, weapons in hand--if any, and how you are going to handle the climb. There are other responsibilities you should consider, but I don't want to make it too easy on you. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p>To paraphrase Guns and Roses:</p><p>You know where you are?</p><p>You're in the dungeon baby</p><p>You're gonna die!</p><p>In the dungeon</p><p>Welcome to the dungeon![/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 3726483, member: 11520"] Realizing there is little they can do about the theft for now, the constables continue their journey. Soon, the find a broad stairway leading down into the Understreets. The noisy level is much lower here than in other Understreet stations you've visited. There is no rumble of wheels, no shouting of Shiv drivers, no braying of mules and little barking of dogs. Given that the trains no longer run you are surprised to see so many people coming and going. They are walking into the tunnels where trains formerly ran. You move past the station proper and into the area where there are shops and residences. These areas are home to some 'less-picky' Dwarves, goblins, hobgoblins, bugbears and in the darker corners you see what could be orcs, half-orcs and perhaps even a gutter gnone. You even pass one fellow that appears to be the even rarer 'deep-gnome'. No elves, halflings or regular gnomes are seen though you are not the only humans. You pass one vendor selling leather pouches. Eventually, you come near a warren of caverns that are more natural in appearance. Wally crosses to the opposite side of the tunnel and picks up speed at this point. The area is bustling with dwarves. Down a passage here you see signs labeled in common and dwarven "No unauthorized persons." The signs include pictographs that make it clear that 'unauthorized' means goblinoid. Dwarves in massive heavy armor bearing pole arms stand guard. They do not wear constable uniforms. Eventually, you leave populated areas for some sort of service tunnel that slopes down below the Understreet. There are no lights here and torches and sunrods come out. You make a couple of turns and Wally stops. After a quick glace around Wally steps to an alcove and opens a concealed door. Within is a 20'x20' room. A low wall surrounds a hole perhaps 6' across. The room also contains a large chunk of rock vaguely cylindrical in shape and 5' tall. About a third of the way down this column of unworked stone is ring worn smooth. There are no other obvious exits from the room. A torn sack, the tail end of a crossbow bolt and a couple of used up torches litter the floor. The taciturn Wally seems more animated now. He pushes his cloak back and looks at the constables. He speaks in his odd Peter Lorre voice, [COLOR=Orange]"Alright, you want to find the halfling? We must go down, into the 13th."[/COLOR] He voice rises in excitement as he says the last and his face takes on a manic countenance and seems to expand. You reassure yourself that it is only a trick of the flickering torchlight. The air seems thin and damp and your chest feels tight. [COLOR=Orange]"It’s a long climb and there are several false tunnels. Only one, the one I know, will take you where you want to go."[/COLOR] Several of you lean over the hole and look down into the darkness. There is no bottom visible and while the stone of the sides could provide some handholds there is no ladder or rungs. The rock is damp and cool to the touch. OOC: [sblock=All]This would be a real good time to work out who is going to carry lights, marching orders--for the climb and for different tunnel widths, weapons in hand--if any, and how you are going to handle the climb. There are other responsibilities you should consider, but I don't want to make it too easy on you. :] To paraphrase Guns and Roses: You know where you are? You're in the dungeon baby You're gonna die! In the dungeon Welcome to the dungeon![/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Constables of the 14th Ward
Top