Calla the Quick |
"We need to gather our breath, and then plot a course north to find shelter and water. I suggest we take stock of our supplies - I'm not sure how long they will need to last."
Calla leans against her captured spear, surveying the terrain to the north.
Aubrey - thanks for counting up the XP. I'm terrible at keeping track of it!
Arakan |
Arakan, comforted by having at least a real blade, one of obsidian instead of shrub, decides that there's no harm in taking a few thorns for good measure. He cuts a few from the brush, three to be exact, and tucks them away. "Why north?" he asks sardonically, "What's up that way that we want to find? I think the key to our survival, at this point, is to find some place we can hole up until they give us up for gone. If we head out too soon we are left with nothing but sandy expanses seperating us from their sight. I say we take a day to hunker down somewhere with cover, probably move only at night. We need to take the path of least discovery. We will be living by what we can scavenge, so we need to take it slow and cautious. Otherwise, we will run ourselves into the ground, and they will just come and scoop us up with us begging them for it, if it means we get a drop of water. I say we get ourselves right, for right now, then we can discuss the importance of north." He moves carefully among the rocks, looking for a roomy burrow or eroded opening he can steal from some local critter's family.
Calla the Quick |
To Arakan, Call replies, "Closest civilisation is north. Gramma told me that the caravan site was just a few days south of a fortified oasis called Grak's Pool. We'll need to get past the canyon lands between here and there - and you're right we should move at night. We need to conserve water, and scavenge more if we can, but at least the canyons will disguise our passing."
Arakan |
History: 1d20 + 5 ⇒ (8) + 5 = 13
For Grak's Pool.
and both
Nature: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
To find a sheltered place to hole up. How long before dark?
Aubrey the Demented/Malformed |
Arakan:
It feels slightly churlish to mention it, but you haven't actually escaped yet - you've just walked through some bushes which are (if you recall) also highly flammable and therefore easy to remove. You still need to get away from the immediate vicinity before considering holing up for the day.
Irivis |
"Can we have this conversation somewhere less exposed."
Irivis sounds a little tense as she looks around for somewhere to hide.
Using Know Direction to pick up a +2 to Nature and look for a decent hiding place. 1d20 + 2 ⇒ (20) + 2 = 22 - Nature.
Aubrey the Demented/Malformed |
Irivis:
Aubrey the Demented/Malformed |
Alright, we'll head into the more leisurely escape phase. This is another skill challenge: the aim is to make tracks without, er, making tracks; i.e. to (1) maximise the distance between you and the bandits without (2) passing out from heat exhaustion while (3) trying to cover the evidence of your passing and(4) heading roughly north to get to Grak's pool. This will be in phases, so please state which of the four aims you are addressing with your skill checks (or, if relevant, powers or other factors I maybe haven't thought of) - success or failure in each of the phases will have a different impact. First come, first served.
Aubrey the Demented/Malformed |
As a single success in phase 4 - just because you know where north is doesn't necessarily mean the canyons are running north, or than north is the best way to go in the short term.
Phase 1 - make tracks: -
Phase 2 - survive: -
Phase 3 - cover tracks: -
Phase 4 - head towards Grak's Pool: 1 success/0 failures
Next!
Aubrey the Demented/Malformed |
Endurance would be helping yourself rather than others, unles you are volunteering to lug their stuff, but it's still valid. Motivational speeches would be more Diplomacy (or Bluff).
Phase 1 - make tracks: -
Phase 2 - survive: 1 success/0 failures
Phase 3 - cover tracks: -
Phase 4 - head towards Grak's Pool: 1 success/0 failures
Irivis navigates, her inherent sense of direction helping as the group heads into the maze of canyons. Gorad trudges along stoically, assisting others over the tricky sections. The going is tough, many of the ravines being choked with boulders and thorny shrubs. The walls have been carved into rounded shapes by wind-blown sand, with colourful red and yellow bands in the rock showing clearly in the afternoon desert sun.
Arakan |
Arakan will linger behind the rest, using what he knows of staying out of sight to cover the marks made by the group's passing.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
To cover tracks
Insight: 1d20 + 6 ⇒ (10) + 6 = 16
On the group to see if they give anything away that he could use at a later date. I don't actually expect to get much, it's more of an IC action that he would take.
Aubrey the Demented/Malformed |
Phase 1 - make tracks: 0 successes/1 failure
Phase 2 - survive: 1 success/0 failures
Phase 3 - cover tracks: 1 success/0 failures
Phase 4 - head towards Grak's Pool: 1 success/0 failures
Arakan lurks behind the main group, scuffing over tracks to hinder pursuit. But Jareen argues with Irivis as to the correct way to go at the point where two gullies split, causing unneccesary delay.
Arakan:
Calla the Quick |
"Moving, not arguing! We're still within minutes of being caught and killed. And I will not have my family's sacrifice wasted by bicking."
Calla admonishes Jareen and Irivis and urges the group to make tracks.
Diplomacy to inspire greater speed for Phase 1. 1d20 + 7 ⇒ (11) + 7 = 18. Note - I think Calla has trouble distinguishing between diplomacy and intimidation!
Aubrey the Demented/Malformed |
Isuspect it's the player rather than the character...
Calla provides "words of encouragement" to get the party moving again.
Irivis prevails and marches steadily on under the gruelling heat.
Phase 1 - make tracks: 1 successes/1 failure
Phase 2 - survive: 2 success/0 failures
Phase 3 - cover tracks: 1 success/0 failures
Phase 4 - head towards Grak's Pool: 1 success/0 failures
Calla the Quick |
Um - no comment your honour...
Now that Jareen and Irivis are both heading in the same direction, and at a good speed, Calla drops back to help Arakan obscure the trail.
Nature to put things back looking natural: 1d20 + 0 ⇒ (11) + 0 = 11
She bends her head and speaks to Arakan in a low voice,
Aubrey the Demented/Malformed |
Calla checks over the trail and tries to hide some evidence of the party's passing. But her efforts are more more obvious than the tracks in the sand.
General note to clarify: there's a limit to the number of times you can use respective skills on the individual phases.
Phase 1 - make tracks: 1 successes/1 failure
Phase 2 - survive: 2 success/0 failures
Phase 3 - cover tracks: 1 success/1 failure
Phase 4 - head towards Grak's Pool: 1 success/0 failures
Arakan/Calla:
Aubrey the Demented/Malformed |
Phase 1 - make tracks: 2 successes/1 failure
Phase 2 - survive: 2 success/0 failures
Phase 3 - cover tracks: 1 success/1 failure
Phase 4 - head towards Grak's Pool: 1 success/0 failures
Gorad navigates the party round an area of knee-deep sand that would slow them down, instead sticking to the higher, rockier ground.
As that's such a good roll, Gorad can give someone else a +2 to their next check.
Arakan |
When Calla "motivates" the group, Arakan just shakes his head and decides that fear works better as a motivator when it has more bite than a irritated merchant. He looks back the way they came, squinting as he looks along the path, before his eyes flash wide and he turns to the group. "Uh oh, we need to move, and NOW. I see a small group of them headed this way. It looks like they've ditched the mounts, but there's five of them and they've found our trail. All we can do is pick up the pace or they'll be on us in no time."
Bluff for Phase 1 1d20 + 11 ⇒ (11) + 11 = 22. Don't know who gets Gorad's bonus. Is it his choice, whoever uses it, or whoever does the same phase as him?
Irivis |
Irivis shoots a filthy look at Arakan as she stumbles onwards.
Infuriating idiot.
"Yes, well, doing what I can in my own small way."
Starting to run out of useful skills here. Irivis can offer decent Bluff, History, Arcana or Streetwise, none of which seem particularly appropriate. Unless ...
Turning her attention to the tracks behind her, Irivis attempts to wipe the sands clear with her staff, hiding their passage with a series of carefully placed drifts.
Arcana (or using a power to kick sand over our tracks). 1d20 + 9 ⇒ (8) + 9 = 17. For Phase 3.
Aubrey the Demented/Malformed |
Let's say it's Gorad's choice. You can use the same skill on different phases, jut not too often on the same phase. The Arcana thing - hmmm, not too sure about that one. You might choose a different skill.
Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: 2 success/0 failures
Phase 3 - cover tracks: 1 success/1 failure
Phase 4 - head towards Grak's Pool: 1 success/0 failures
No one it too sure if Arakan is kidding or not, but the mention of possible pursuers helps the pace pick up.
Calla the Quick |
Silently fuming at Arkan's curt reply, and distrustful of his sudden supposed sighting of pursuit, Calla nevertheless picks up her pace and rejoins Jareen and Irivis near the front. She tries to remember what she's heard about navigating in the wilderness from family and employees over the years.
Nature roll for phase 4: 1d20 ⇒ 10.
Aubrey the Demented/Malformed |
Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: 2 success/0 failures
Phase 3 - cover tracks: 1 success/1 failure
Phase 4 - head towards Grak's Pool: 2 success/1 failures
Jareen smooths things over with Irivis, and the team is more coherent and purposeful as a result (though possibly going the wrong way: -2 to the next check in phase 4).
Everything to play for. Who's next?
Aubrey the Demented/Malformed |
Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: 3 success/0 failures
Phase 3 - cover tracks: 1 success/1 failure
Phase 4 - head towards Grak's Pool: 2 success/1 failures
Gorad soothes sunburnt skins (try saying that three times quickly!) with the thick juice of a particular desert cactus he found along the way.
Arakan |
Arakan goes back to trying and making it look like they weren't there, but decides it may be easier to make it look more like something they would rather not follow. He searches his memory for what the tracks of some of the more hostile wildlife looks like.
Nature for Phase 3: 1d20 + 5 ⇒ (13) + 5 = 18
Aubrey the Demented/Malformed |
Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: 3 success/0 failures
Phase 3 - cover tracks: 2 success/1 failure
Phase 4 - head towards Grak's Pool: 2 success/1 failures
Arakan disguises the tracks to resemble a single giant cylops instead of a group of travellers. He glances around at the dark mouths caves in the canyon wall - and decides to hurry and catch up with the rest of the team.