A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.
Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?
So what do the dots in the picture of the sewer represent? If they are bars can we get across those bars? Are there any places to put your feet on between the bars?
We could attempt the grappling rope trick with the disk once again.
I'm assuming the disk did not follow as we went up over 10'?
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Last edited by counterkid on Thu Nov 21, 2019 11:34 am, edited 1 time in total.
The dotted lines in the pcture are where liquids cascade to lower level (flow is to SE & SW), essentailly where the two incoming tunnels in the upper level break out into the junction chamber.
The single celing iron rung is in the last part of the notheastern tunnel before the tunnel breaks out into the junction chamber.
To try the grappling hook technique, what would the group use as the far point of location?
The previous disk did not follow due to the eight difference being greater than ten foot.
"I recalls hearing that members of the Cellerers' and Plumbewrs Guild use poles the height of three short men to vault between sewer walkways."
Quote: there is some kind of pole on the northeastern ledge, perhaps forty feet beyond the sturdy grill.
I'm not understanding where the grill is situated and its size. Is it from wall to wall going across the channel? Does the black rectangle represent he exact location of the grill? If the pole is 40' beyond pass the grill we need to get to it.
The grill is composed of close set vertical metal bars reinfored with a pair of bars running the other way. The grill is set into grooves in the wall and ceiling, akin to a portcullis. It doesn't seem to be moveable. It covers all of the visible tunnel from wall to wall and ceiling to below the level of the flowing sewage.
The pole is not part of the grill; more like a discarded polevaulting pole. It is on the ledge about forty foot on the far side of the grill, i.e. the pole is avout sixty feet along the northeastern tunnel from the junction room.
There isn't a similar polr on the near side of the grill, so the problem would be how to get the pole to this side of the grill.. Or else to ignore the pole and go with Sue's idea of swinging across (which would likely be harder than polevaulting across).
"My mage hand will not reach the pole as it can only go 30 feet and that pole is 40 feet past the grill. Darren yes I can." Woody cast mage hand on a coin and move the mage hand to 10 feet of the pole which will light up the area by the pole.
The pole is about fifteen foot long and has a solid looking hook at the far end.
Its mid point is about forty foot beyond the grill so its near end is about thirty two foot from the grill and the hook about forty seven foot from the grill.
So if Woody puts out his hand through the grill that would give him an extra two feet or so with the distance of the mage hand correct? The mage hand has a thirty foot reach from the body of the wizard or from his hands? I Woody can extend his hand through the grill he should be able to reach the pole with the mage hand.
====== Woody's choice or Acrobatic or Athletics skill check, average difficulty, to avoid straining himself, (pulling a muscle or similar, for [1d3-1] HP bludgeoning damage.)
Guidance (+1d4) can be used for this.
Regardless of the outcome, as Mage Hand isn't Concentration, the pole will be recovered.
Woody gains +75xp and the party gain a hooked pole.