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<blockquote data-quote="Bagpuss" data-source="post: 1325573" data-attributes="member: 3987"><p>I'll take 3</p><p></p><p>Doors: None</p><p></p><p>Room: The sewer tunnels form a T-junction at this point, the brackish water flows in from the north and eastern tunnels and leaves to the south. Thick planks of wood have been thrown across the gaps to make it easy to cross from any side of the sewer tunnel to another. There are 3 Guild Rogues are positioned on sentry duty here, they have a hooded lantern for light, just positioned slightly into the northern passage so its light isn't visible to people approaching from the west. </p><p></p><p>Traps: None</p><p></p><p>Features: Just 15ft south from this junction the sewer tunnel drops rapidly down a steep slipway as the flow effluent joins the city's river. The years of mold grease and slime have made this a treacherous area, anyone heading south along the eastern wall can only move at half speed and must make a Balance Check DC 15 to avoid slipping up. The western wall has an easier route to the river as concealed (Spot DC 15) next to the wall is a knotted rope, which the thieves use to gain easy access to the river and haul smuggled goods up from boats on the river. Climbing down to the river access using the rope is still not an easy task due to the slippery floor (Climb DC 10). Anyone failing the Balance or Climb Check, falls from the walkways into the main sewer flow and is rapidly swept out to be dumped in the river.</p><p></p><p>Encounters: (EL 6) Three Guild Rogues are on sentry duty, but take this duty very lightly since no one would be foolish enough to challenge the guild. They are busy playing cards, and are unlikely to spot anyone approaching unless they carry a light source. However if the Oil Rain firetrap is activated then the blaze lighting up the sewer tunnel will automatically alert them to someone approaching. If the firetrap is avoided the Rogues will wrongly assume that people are approaching are members of the guild, as the other traps effects are not visible from this position. So even if they spot someone approaching they will not challenge them for the password until they get within 15 foot of the junction. The correct password for today is "Cold Liver Oil" but it gets changed each week.</p><p></p><p>If the Rogues are alerted either by the password not being given or the Oil Rain fire trap being set off, then two will remain at there post while one runs north to the guild to get assistance and warn the rest of the guild members. The others will attempt to delay the intruders by firing their shortbows using the edge of the sewer wall as cover. If anyone attempts to close to melee they will back off across to the western side of the sewer and kick the wooden planks into the water. They will then head south to the river, attempting to draw the attackers away from the guild and allowing any support coming from the north to flank them. If they look significantly out numbered, one dies or either suffers half their hit points in damage they will dive into the river and swim for it.</p><p></p><p>Notes: The water is very filty. If a PC falls into the southern sewer, he is subjected to Filth Fever disease, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 1325573, member: 3987"] I'll take 3 Doors: None Room: The sewer tunnels form a T-junction at this point, the brackish water flows in from the north and eastern tunnels and leaves to the south. Thick planks of wood have been thrown across the gaps to make it easy to cross from any side of the sewer tunnel to another. There are 3 Guild Rogues are positioned on sentry duty here, they have a hooded lantern for light, just positioned slightly into the northern passage so its light isn't visible to people approaching from the west. Traps: None Features: Just 15ft south from this junction the sewer tunnel drops rapidly down a steep slipway as the flow effluent joins the city's river. The years of mold grease and slime have made this a treacherous area, anyone heading south along the eastern wall can only move at half speed and must make a Balance Check DC 15 to avoid slipping up. The western wall has an easier route to the river as concealed (Spot DC 15) next to the wall is a knotted rope, which the thieves use to gain easy access to the river and haul smuggled goods up from boats on the river. Climbing down to the river access using the rope is still not an easy task due to the slippery floor (Climb DC 10). Anyone failing the Balance or Climb Check, falls from the walkways into the main sewer flow and is rapidly swept out to be dumped in the river. Encounters: (EL 6) Three Guild Rogues are on sentry duty, but take this duty very lightly since no one would be foolish enough to challenge the guild. They are busy playing cards, and are unlikely to spot anyone approaching unless they carry a light source. However if the Oil Rain firetrap is activated then the blaze lighting up the sewer tunnel will automatically alert them to someone approaching. If the firetrap is avoided the Rogues will wrongly assume that people are approaching are members of the guild, as the other traps effects are not visible from this position. So even if they spot someone approaching they will not challenge them for the password until they get within 15 foot of the junction. The correct password for today is "Cold Liver Oil" but it gets changed each week. If the Rogues are alerted either by the password not being given or the Oil Rain fire trap being set off, then two will remain at there post while one runs north to the guild to get assistance and warn the rest of the guild members. The others will attempt to delay the intruders by firing their shortbows using the edge of the sewer wall as cover. If anyone attempts to close to melee they will back off across to the western side of the sewer and kick the wooden planks into the water. They will then head south to the river, attempting to draw the attackers away from the guild and allowing any support coming from the north to flank them. If they look significantly out numbered, one dies or either suffers half their hit points in damage they will dive into the river and swim for it. Notes: The water is very filty. If a PC falls into the southern sewer, he is subjected to Filth Fever disease, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. [/QUOTE]
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