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<blockquote data-quote="mhd" data-source="post: 3584006" data-attributes="member: 16805"><p><span style="color: DimGray">OOC: This assumes you're using the "low road" to the last crime scene, the warehouse. </span></p><p><span style="color: DimGray"></span></p><p></p><p>The shifter moves into the shadow of a nearby alleyway, starting you on your journey through the backside of Sharn. The way Stropford describes in indeed a dirty one, as one of your first stops is a shallow pool of sludge you hop into, a gateway to a narrow maintenance tunnel that was used during the construction of this part of the district. Baraka moves silently enough to leave a few rodents and insects for the rest of the group to scare off. As you leave the tunnel, you have to climb a few steps, gaining you access to an ledge overlooking a dimly lit street in Dragoneyes, certainly not the best red light district around here...</p><p>Just a few stops later, you're about to enter Black Arch. Knowing about the troops stationed in this garrison, you'll try to stick to the urchin-route als close as possible. After squeezing through a wrecked portal, you continue much faster on a flat, but winding road that is left for dung carts and less pleasant-smelling vehicles and creatures. You're in the open now, but solders and guards know what streets to avoid -- and this must be high on that list.</p><p>Leaving the vicinity of too many armed and armored people changing shifts, you sneak into the Fallen area, home to, well, not exactly the rich and famous. Straight across the district, using waterways, running up and down stairs that could use a few tons of mortar, running quickly through a desolate and abandoned theater... In this part, you have to leave the described path a few times, as the conditions seem to change rapidly, and what was a narrow alley yesterday is now buried under an avalanche of shingles and timber. Yet nobody wants to tangle with someone like your group, everybody does they best they can just to avoid looking at that odd band.</p><p></p><p>Finally -- the sun went down almost two hours ago -- you seem to get closer to your destination. The voices of crying children and drunken parents vanishes in the distance, accessways get wider, cranes appear out of every nook and cranny. A tast of brine is in the air. Baraka gives you a sign to stop and hold still, while he scouts around the corner...</p><p></p><p>Baraka:</p><p>[sblock]</p><p>Staying close to the walls, you enter the street where the warehouse and shop are to be found. You're sufficiently high and close to the sea so that a small patch of sky is visible above. Natural sharp senses honed by the military stint see severail details almost at once: In a small stable next to the shop, a halberd is leaning over a low door. Faint noises suggest that someone is having a mildly pleasant, yet illicit encounter in there. The stree ist empty, though a series of brightly-colored and faintly glowing ropes make access to the warehouse rather difficult. Yet in the end your eyes turn towards the top of the house. A facade is hiding the slope of the roof itself, and behind the wind-worn balustrades of these walls you can see something moving. Standing on a place where normally you'd expect a 15 foot drop to the roof itself, a furred shape is moving. It takes a while for you to get things together, but in the end it looks like a gnoll or very large shifter is balancing across a floating platform right behind the warehouses facade. Now the shape descends, causing the platform to move a few inches higher for a second. Small glittering sparks can be quickly seen, the enchanted part of a local skycoach. Both street and roof are empty now. Your troop is waiting a few steps behind you.</p><p>[/sblock]</p><p></p><p>Novhilion:</p><p>[sblock]</p><p>Moving through the theater you discovered the aura of an undead presence. Your group left the dangerously creaking house before you could investigate further.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mhd, post: 3584006, member: 16805"] [COLOR=DimGray]OOC: This assumes you're using the "low road" to the last crime scene, the warehouse. [/COLOR] The shifter moves into the shadow of a nearby alleyway, starting you on your journey through the backside of Sharn. The way Stropford describes in indeed a dirty one, as one of your first stops is a shallow pool of sludge you hop into, a gateway to a narrow maintenance tunnel that was used during the construction of this part of the district. Baraka moves silently enough to leave a few rodents and insects for the rest of the group to scare off. As you leave the tunnel, you have to climb a few steps, gaining you access to an ledge overlooking a dimly lit street in Dragoneyes, certainly not the best red light district around here... Just a few stops later, you're about to enter Black Arch. Knowing about the troops stationed in this garrison, you'll try to stick to the urchin-route als close as possible. After squeezing through a wrecked portal, you continue much faster on a flat, but winding road that is left for dung carts and less pleasant-smelling vehicles and creatures. You're in the open now, but solders and guards know what streets to avoid -- and this must be high on that list. Leaving the vicinity of too many armed and armored people changing shifts, you sneak into the Fallen area, home to, well, not exactly the rich and famous. Straight across the district, using waterways, running up and down stairs that could use a few tons of mortar, running quickly through a desolate and abandoned theater... In this part, you have to leave the described path a few times, as the conditions seem to change rapidly, and what was a narrow alley yesterday is now buried under an avalanche of shingles and timber. Yet nobody wants to tangle with someone like your group, everybody does they best they can just to avoid looking at that odd band. Finally -- the sun went down almost two hours ago -- you seem to get closer to your destination. The voices of crying children and drunken parents vanishes in the distance, accessways get wider, cranes appear out of every nook and cranny. A tast of brine is in the air. Baraka gives you a sign to stop and hold still, while he scouts around the corner... Baraka: [sblock] Staying close to the walls, you enter the street where the warehouse and shop are to be found. You're sufficiently high and close to the sea so that a small patch of sky is visible above. Natural sharp senses honed by the military stint see severail details almost at once: In a small stable next to the shop, a halberd is leaning over a low door. Faint noises suggest that someone is having a mildly pleasant, yet illicit encounter in there. The stree ist empty, though a series of brightly-colored and faintly glowing ropes make access to the warehouse rather difficult. Yet in the end your eyes turn towards the top of the house. A facade is hiding the slope of the roof itself, and behind the wind-worn balustrades of these walls you can see something moving. Standing on a place where normally you'd expect a 15 foot drop to the roof itself, a furred shape is moving. It takes a while for you to get things together, but in the end it looks like a gnoll or very large shifter is balancing across a floating platform right behind the warehouses facade. Now the shape descends, causing the platform to move a few inches higher for a second. Small glittering sparks can be quickly seen, the enchanted part of a local skycoach. Both street and roof are empty now. Your troop is waiting a few steps behind you. [/sblock] Novhilion: [sblock] Moving through the theater you discovered the aura of an undead presence. Your group left the dangerously creaking house before you could investigate further. [/sblock] [/QUOTE]
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