Through the Central Gutter
into winding streets, easy to get lost
Know the Way is Sense of Direction, DC 17
aided with Gutter Lore (DC 17 to aid: Crit Success +4; Success: +3; Fail +2. If lose track, get into sinister feeling area
Possibly subject to a group of Tengu Sneaks on rooftops (more possibility at night)
Through Central Gutter
(or otherwise headed West)
- Continue West along Bone Street intersect with Grassway
- (some scrubby shrubs with dusty green leaves browning already into autumn, and some sharp dry grasses, less people)
- Many dead ends
- Most “mystical part of town” HEXAGON, for example
- gruff women standing in doorways, residences, some skinny men heading grimly somewhere
- into winding streets, easy to get lost
- Know the Way is Sense of Direction, DC 17
- aided with Gutter Lore (DC 17 to aid: Crit Success +4; Success: +3; Fail +2. If lose track, get into sinister feeling area
- subject to a group of Tengu Sneaks on rooftops… more at night
TRUBB STREET
passing east-west all through the central Gutter
Along Trubb Street
(larger thoroughfare, connects to western and easter gutter)
(to Western Gutter and the Sea and Beaches etc. OR Eastern Gutter)
intersect with Grassway (some scrubby shrubs with dusty green leaves browning already into autumn
and some sharp dry grasses, less people--gruff women standing in doorways, residences, some skinny men heading grimly somewhere
The Central Gutter of Tellarus is the heart of the Gutter itself, like the archetype of a run-down, slummy area. Streets are populated in the daytime, often with gangs or sometimes families venturing out of their hovels to earn a dagger or two.
There are Inns and Taverns, but few and far between, and beware if you get caught in such a venue at night...
At night the Central Gutter transforms into a dangerous place, for anyone. There are bands of hobgoblins, tengu, mongrel orcs, or tough-as-nails human thugs, looking for silver flags or (to get lucky) more.
gutter Any wealthy-looking party or person will be targeted, the more time out in the city the more likely. These targets may not even be safe in their beds in an inn. The Central Gutter is arguably the most dangerous part of Tellarus. Central Gutter General Appearance
- Stucco houses, stucco often falling off, littering streets and alleys
- Bits of rubble in the street, tough grasses poking up here and
- Second stories leaning almost ready to fall over
- Paint is often pastel blues, pinks, purples, getting moreso into center of town, but flaking impossibly.
- PIles of garbage or offal here and there, and bits of flotsam and kippel laying or blowing about.
piles, jumping out)
The Empire is seldom here; would be just fine to leave the Central Gutter to rot and destroy itself. Here and there are Imperial flagpoles with flags hanging limp or torn, fluttering weakly in the wind. The only time the Imperials would arrive would be to quell some kind of major disturbance, and in this they would be swift and violent, even murderous, to bring their brand of order to the situation.
The Gutter Central: Adventures 1
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