The secret tunnel under Vizio’s Tavern is rough-hewn and leads down along a 20-foot-long, 5-foot-wide hallway to a simple wooden door. The opposite side of the door has a wooden bar; as the group and their guides pass through, Janiven bars the door to help slow the sure-tobe- following Hellknights. Janiven also lights her sunrod. On the other side of the door is a sewer tunnel running to the left and right.

Morosino quickly points out a mark on the way. “Look for these. This one means we should flee to the left. Look for these marks at every intersection, if we get separated. The sword always points in the direction of the safe house.”

Janiven explains, “Arael and I made these marks a few months ago when we explored the sewers. We marked all the intersections so our people could find their way through the sewers to our hideout.

“Unfortunately, since that time, some of our marks have succumbed to water, subterranean flora, and vandalism by things living in the sewers, and the route is no longer perfectly clear. Be careful in case we get separated.”

However, before you all begin you flight through the sewers, she pushes aside a rock near the entrance to reveal a small hollow in the wall and sighs in relief. “Good,” she says, “They’re still here.” She apparently stashed a small cache of healing potions here a few weeks ago in the event of an emergency just like this one. “These will come in handy since I don’t think we have time to stop and rest as long as the Hellknights are after us.” She splits the potions up among the group (OOC: You each get three Potions of Cure Light Wounds).

As you head down the first path, the noise of the Hellknights back at Vizio’s Tavern diminishes, but Janiven is sure they’ll follow.

“They might take a few minutes to search in the tavern, but some are going to follow us down here after they grab a lantern or make torches. They might even try to infiltrate the sewers ahead of us if they can guess our route. I recognized the insignia on their armor. Those Hellknights belong to the Order of the Rack. I can work with some Hellknights, but that is one company even I don't want to mess with. We need to keep moving.”

Westcrown’s sewer system is a marvel of ancient engineering, designed by the same geniuses who built the Arch of Aroden in Corentyn. Though Westcrown is barely above sea level, the cleverly designed sewer tunnels continue to carry Westcrown’s filth away, and for the most part, citizens never think about the sanitation process that keeps the city relatively free of waste-borne illness. Individual tunnels are buttressed and rarely more than 5 feet high, forcing taller characters to stoop but not otherwise hindering most activity. Most tunnels are 10 feet wide, with a 3-foot-deep trench for sewage and water taking up half that width—even at peak flow the water level is an inch or more below the level of the walking side of the tunnel. Rainwater enters the sewers from tiny barred grates in the streets, most so small that an adult halfling couldn’t squeeze through, and travels through an angled pipe that directs the runoff to the closest tunnel’s drainage side, exiting about a foot above the peak flow-level of the sewer channel.

Entrances to (and thus exits from) the sewers are relatively rare. Since the sewers are so well engineered, the need for cleaning and maintenance is lower than in most cities. Entrances consist of rusted metal ladders leading up from the sewer to rectangular iron trap doors 10 feet above. Unfortunately, the city of Westcrown keeps all sewer entrances securely locked in order to prevent undesirables from using the sewers to move through the city with ease.

The sewer has no permanent lights. Even during the day, most have dim illumination at best from light trickling in though the drainage grates. This fading light as the sun begins to set spurs you on to get to the safe house Janiven is leading them to, but once night falls, anyone without a some means of seeing in the dark is going to need a light source.

Spoiler: OOC Information
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If you want to know more (The Hellknights, the sewers, Janiven, etc.), you will have to make the appropriate skill rolls.

Also, for choosing to follow Janiven, you all get 200 XP.